Actions System + UI (#2710)

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
chairbender
2020-12-13 14:28:20 -08:00
committed by GitHub
parent fd0df9a00a
commit 7a3c281f60
150 changed files with 7283 additions and 854 deletions

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Content.Client.State;
using Content.Client.Utility;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.EntitySystemMessages;
using Content.Shared.GameObjects.EntitySystems;
@@ -10,7 +11,6 @@ using Robust.Client.GameObjects;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.Input;
using Robust.Client.Interfaces.State;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
@@ -18,7 +18,6 @@ using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.GameObjects.EntitySystems
@@ -30,12 +29,9 @@ namespace Content.Client.GameObjects.EntitySystems
public class DragDropSystem : EntitySystem
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
// drag will be triggered when mouse leaves this deadzone around the click position.
private const float DragDeadzone = 2f;
// how often to recheck possible targets (prevents calling expensive
// check logic each update)
private const float TargetRecheckInterval = 0.25f;
@@ -50,14 +46,10 @@ namespace Content.Client.GameObjects.EntitySystems
// entity performing the drag action
private IEntity _dragger;
private IEntity _draggedEntity;
private readonly List<IDraggable> _draggables = new();
private IEntity _dragShadow;
private DragState _state;
// time since mouse down over the dragged entity
private float _mouseDownTime;
// screen pos where the mouse down began
private Vector2 _mouseDownScreenPos;
// how much time since last recheck of all possible targets
private float _targetRecheckTime;
// reserved initial mousedown event so we can replay it if no drag ends up being performed
@@ -66,6 +58,8 @@ namespace Content.Client.GameObjects.EntitySystems
// can ignore any events sent to this system
private bool _isReplaying;
private DragDropHelper<IEntity> _dragDropHelper;
private ShaderInstance _dropTargetInRangeShader;
private ShaderInstance _dropTargetOutOfRangeShader;
private SharedInteractionSystem _interactionSystem;
@@ -73,20 +67,9 @@ namespace Content.Client.GameObjects.EntitySystems
private readonly List<SpriteComponent> _highlightedSprites = new();
private enum DragState : byte
{
NotDragging,
// not dragging yet, waiting to see
// if they hold for long enough
MouseDown,
// currently dragging something
Dragging,
}
public override void Initialize()
{
_state = DragState.NotDragging;
_dragDropHelper = new DragDropHelper<IEntity>(OnBeginDrag, OnContinueDrag, OnEndDrag);
_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
@@ -101,7 +84,7 @@ namespace Content.Client.GameObjects.EntitySystems
public override void Shutdown()
{
CancelDrag(false, null);
_dragDropHelper.EndDrag();
CommandBinds.Unregister<DragDropSystem>();
base.Shutdown();
}
@@ -132,7 +115,7 @@ namespace Content.Client.GameObjects.EntitySystems
var dragger = args.Session.AttachedEntity;
// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
// the mouse, canceling the drag, but just being cautious)
CancelDrag(false, null);
_dragDropHelper.EndDrag();
// possibly initiating a drag
// check if the clicked entity is draggable
@@ -150,96 +133,43 @@ namespace Content.Client.GameObjects.EntitySystems
var dragEventArgs = new StartDragDropEventArgs(args.Session.AttachedEntity, entity);
if (draggable.CanStartDrag(dragEventArgs))
{
// wait to initiate a drag
_dragger = dragger;
_draggedEntity = entity;
_draggables.Add(draggable);
_mouseDownTime = 0;
_state = DragState.MouseDown;
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
// don't want anything else to process the click,
// but we will save the event so we can "re-play" it if this drag does
// not turn into an actual drag so the click can be handled normally
_savedMouseDown = args;
canDrag = true;
}
}
if (canDrag)
{
// wait to initiate a drag
_dragDropHelper.MouseDown(entity);
_dragger = dragger;
_mouseDownTime = 0;
// don't want anything else to process the click,
// but we will save the event so we can "re-play" it if this drag does
// not turn into an actual drag so the click can be handled normally
_savedMouseDown = args;
}
return canDrag;
}
return false;
}
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
private bool OnBeginDrag()
{
if (_state == DragState.MouseDown)
if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
{
// quick mouseup, definitely treat it as a normal click by
// replaying the original
CancelDrag(true, args.OriginalMessage);
return false;
}
if (_state != DragState.Dragging) return false;
// remaining CancelDrag calls will not replay the click because
// by this time we've determined the input was actually a drag attempt
// tell the server we are dropping if we are over a valid drop target in range.
// We don't use args.EntityUid here because drag interactions generally should
// work even if there's something "on top" of the drop target
if (!_interactionSystem.InRangeUnobstructed(_dragger,
args.Coordinates, ignoreInsideBlocker: true))
{
CancelDrag(false, null);
// something happened to the clicked entity or we moved the mouse off the target so
// we shouldn't replay the original click
return false;
}
var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
foreach (var entity in entities)
if (_dragDropHelper.Dragged.TryGetComponent<SpriteComponent>(out var draggedSprite))
{
// check if it's able to be dropped on by current dragged entity
var dropArgs = new DragDropEventArgs(_dragger, args.Coordinates, _draggedEntity, entity);
foreach (var draggable in _draggables)
{
if (!draggable.CanDrop(dropArgs))
{
continue;
}
// tell the server about the drop attempt
RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
entity.Uid));
draggable.Drop(dropArgs);
CancelDrag(false, null);
return true;
}
}
CancelDrag(false, null);
return false;
}
private void StartDragging()
{
// this is checked elsewhere but adding this as a failsafe
if (_draggedEntity == null || _draggedEntity.Deleted)
{
Logger.Error("Programming error. Cannot initiate drag, no dragged entity or entity" +
" was deleted.");
return;
}
if (_draggedEntity.TryGetComponent<SpriteComponent>(out var draggedSprite))
{
_state = DragState.Dragging;
// pop up drag shadow under mouse
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
var dragSprite = _dragShadow.GetComponent<SpriteComponent>();
dragSprite.CopyFrom(draggedSprite);
@@ -249,22 +179,132 @@ namespace Content.Client.GameObjects.EntitySystems
dragSprite.DrawDepth = (int) DrawDepth.Overlays;
if (dragSprite.Directional)
{
_dragShadow.Transform.WorldRotation = _draggedEntity.Transform.WorldRotation;
_dragShadow.Transform.WorldRotation = _dragDropHelper.Dragged.Transform.WorldRotation;
}
HighlightTargets();
// drag initiated
return true;
}
else
Logger.Warning("Unable to display drag shadow for {0} because it" +
" has no sprite component.", _dragDropHelper.Dragged.Name);
return false;
}
private bool OnContinueDrag(float frameTime)
{
if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
{
Logger.Warning("Unable to display drag shadow for {0} because it" +
" has no sprite component.", _draggedEntity.Name);
return false;
}
// still in range of the thing we are dragging?
if (!_interactionSystem.InRangeUnobstructed(_dragger, _dragDropHelper.Dragged))
{
return false;
}
// keep dragged entity under mouse
var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
// TODO: would use MapPosition instead if it had a setter, but it has no setter.
// is that intentional, or should we add a setter for Transform.MapPosition?
_dragShadow.Transform.WorldPosition = mousePos.Position;
_targetRecheckTime += frameTime;
if (_targetRecheckTime > TargetRecheckInterval)
{
HighlightTargets();
_targetRecheckTime = 0;
}
return true;
}
private void OnEndDrag()
{
RemoveHighlights();
if (_dragShadow != null)
{
EntityManager.DeleteEntity(_dragShadow);
}
_dragShadow = null;
_draggables.Clear();
_dragger = null;
_mouseDownTime = 0;
_savedMouseDown = null;
}
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (!_dragDropHelper.IsDragging)
{
// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
// replaying the original cmd
if (_savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
{
var savedValue = _savedMouseDown.Value;
_isReplaying = true;
// adjust the timing info based on the current tick so it appears as if it happened now
var replayMsg = savedValue.OriginalMessage;
var adjustedInputMsg = new FullInputCmdMessage(args.OriginalMessage.Tick, args.OriginalMessage.SubTick,
replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
adjustedInputMsg, true);
_isReplaying = false;
}
_dragDropHelper.EndDrag();
return false;
}
// now when ending the drag, we will not replay the click because
// by this time we've determined the input was actually a drag attempt
// tell the server we are dropping if we are over a valid drop target in range.
// We don't use args.EntityUid here because drag interactions generally should
// work even if there's something "on top" of the drop target
if (!_interactionSystem.InRangeUnobstructed(_dragger,
args.Coordinates, ignoreInsideBlocker: true))
{
_dragDropHelper.EndDrag();
return false;
}
var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
foreach (var entity in entities)
{
// check if it's able to be dropped on by current dragged entity
var dropArgs = new DragDropEventArgs(_dragger, args.Coordinates, _dragDropHelper.Dragged, entity);
foreach (var draggable in _draggables)
{
if (!draggable.CanDrop(dropArgs))
{
continue;
}
// tell the server about the drop attempt
RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _dragDropHelper.Dragged.Uid,
entity.Uid));
draggable.Drop(dropArgs);
_dragDropHelper.EndDrag();
return true;
}
}
_dragDropHelper.EndDrag();
return false;
}
private void HighlightTargets()
{
if (_state != DragState.Dragging || _draggedEntity == null ||
_draggedEntity.Deleted || _dragShadow == null || _dragShadow.Deleted)
if (_dragDropHelper.Dragged == null ||
_dragDropHelper.Dragged.Deleted || _dragShadow == null || _dragShadow.Deleted)
{
Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
"dragging anything or dragged entity / shadow was deleted.");
@@ -289,7 +329,7 @@ namespace Content.Client.GameObjects.EntitySystems
if (inRangeSprite.Visible == false) continue;
// check if it's able to be dropped on by current dragged entity
var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity);
var canDropArgs = new CanDropEventArgs(_dragger, _dragDropHelper.Dragged, pvsEntity);
var anyValidDraggable = _draggables.Any(draggable => draggable.CanDrop(canDropArgs));
if (anyValidDraggable)
@@ -314,95 +354,10 @@ namespace Content.Client.GameObjects.EntitySystems
_highlightedSprites.Clear();
}
/// <summary>
/// Cancels the drag, firing our saved drag event if instructed to do so and
/// we are within the threshold for replaying the click
/// (essentially reverting the drag attempt and allowing the original click
/// to proceed as if no drag was performed)
/// </summary>
/// <param name="cause">if fireSavedCmd is true, this should be passed with the value of
/// the pointer cmd that caused the drag to be cancelled</param>
private void CancelDrag(bool fireSavedCmd, FullInputCmdMessage cause)
{
RemoveHighlights();
if (_dragShadow != null)
{
EntityManager.DeleteEntity(_dragShadow);
}
_dragShadow = null;
_draggedEntity = null;
_draggables.Clear();
_dragger = null;
_state = DragState.NotDragging;
_mouseDownTime = 0;
if (fireSavedCmd && _savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
{
var savedValue = _savedMouseDown.Value;
_isReplaying = true;
// adjust the timing info based on the current tick so it appears as if it happened now
var replayMsg = savedValue.OriginalMessage;
var adjustedInputMsg = new FullInputCmdMessage(cause.Tick, cause.SubTick, replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
adjustedInputMsg, true);
_isReplaying = false;
}
_savedMouseDown = null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (_state == DragState.MouseDown)
{
var screenPos = _inputManager.MouseScreenPosition;
if (_draggedEntity == null || _draggedEntity.Deleted)
{
// something happened to the clicked entity or we moved the mouse off the target so
// we shouldn't replay the original click
CancelDrag(false, null);
return;
}
else if ((_mouseDownScreenPos - screenPos).Length > DragDeadzone)
{
// initiate actual drag
StartDragging();
_mouseDownTime = 0;
}
}
else if (_state == DragState.Dragging)
{
if (_draggedEntity == null || _draggedEntity.Deleted)
{
CancelDrag(false, null);
return;
}
// still in range of the thing we are dragging?
if (!_interactionSystem.InRangeUnobstructed(_dragger, _draggedEntity))
{
CancelDrag(false, null);
return;
}
// keep dragged entity under mouse
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
// TODO: would use MapPosition instead if it had a setter, but it has no setter.
// is that intentional, or should we add a setter for Transform.MapPosition?
_dragShadow.Transform.WorldPosition = mousePos.Position;
_targetRecheckTime += frameTime;
if (_targetRecheckTime > TargetRecheckInterval)
{
HighlightTargets();
_targetRecheckTime = 0;
}
}
_dragDropHelper.Update(frameTime);
}
}
}