Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.State;
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using Content.Client.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -10,7 +11,6 @@ using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.State;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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@@ -18,7 +18,6 @@ using Robust.Shared.Input.Binding;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.GameObjects.EntitySystems
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@@ -30,12 +29,9 @@ namespace Content.Client.GameObjects.EntitySystems
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public class DragDropSystem : EntitySystem
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{
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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// drag will be triggered when mouse leaves this deadzone around the click position.
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private const float DragDeadzone = 2f;
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// how often to recheck possible targets (prevents calling expensive
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// check logic each update)
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private const float TargetRecheckInterval = 0.25f;
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@@ -50,14 +46,10 @@ namespace Content.Client.GameObjects.EntitySystems
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// entity performing the drag action
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private IEntity _dragger;
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private IEntity _draggedEntity;
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private readonly List<IDraggable> _draggables = new();
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private IEntity _dragShadow;
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private DragState _state;
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// time since mouse down over the dragged entity
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private float _mouseDownTime;
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// screen pos where the mouse down began
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private Vector2 _mouseDownScreenPos;
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// how much time since last recheck of all possible targets
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private float _targetRecheckTime;
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// reserved initial mousedown event so we can replay it if no drag ends up being performed
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@@ -66,6 +58,8 @@ namespace Content.Client.GameObjects.EntitySystems
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// can ignore any events sent to this system
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private bool _isReplaying;
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private DragDropHelper<IEntity> _dragDropHelper;
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private ShaderInstance _dropTargetInRangeShader;
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private ShaderInstance _dropTargetOutOfRangeShader;
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private SharedInteractionSystem _interactionSystem;
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@@ -73,20 +67,9 @@ namespace Content.Client.GameObjects.EntitySystems
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private readonly List<SpriteComponent> _highlightedSprites = new();
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private enum DragState : byte
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{
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NotDragging,
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// not dragging yet, waiting to see
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// if they hold for long enough
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MouseDown,
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// currently dragging something
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Dragging,
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}
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public override void Initialize()
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{
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_state = DragState.NotDragging;
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_dragDropHelper = new DragDropHelper<IEntity>(OnBeginDrag, OnContinueDrag, OnEndDrag);
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_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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@@ -101,7 +84,7 @@ namespace Content.Client.GameObjects.EntitySystems
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public override void Shutdown()
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{
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CancelDrag(false, null);
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_dragDropHelper.EndDrag();
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CommandBinds.Unregister<DragDropSystem>();
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base.Shutdown();
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}
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@@ -132,7 +115,7 @@ namespace Content.Client.GameObjects.EntitySystems
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var dragger = args.Session.AttachedEntity;
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// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
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// the mouse, canceling the drag, but just being cautious)
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CancelDrag(false, null);
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_dragDropHelper.EndDrag();
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// possibly initiating a drag
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// check if the clicked entity is draggable
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@@ -150,96 +133,43 @@ namespace Content.Client.GameObjects.EntitySystems
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var dragEventArgs = new StartDragDropEventArgs(args.Session.AttachedEntity, entity);
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if (draggable.CanStartDrag(dragEventArgs))
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{
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// wait to initiate a drag
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_dragger = dragger;
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_draggedEntity = entity;
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_draggables.Add(draggable);
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_mouseDownTime = 0;
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_state = DragState.MouseDown;
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_mouseDownScreenPos = _inputManager.MouseScreenPosition;
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// don't want anything else to process the click,
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// but we will save the event so we can "re-play" it if this drag does
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// not turn into an actual drag so the click can be handled normally
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_savedMouseDown = args;
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canDrag = true;
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}
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}
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if (canDrag)
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{
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// wait to initiate a drag
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_dragDropHelper.MouseDown(entity);
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_dragger = dragger;
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_mouseDownTime = 0;
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// don't want anything else to process the click,
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// but we will save the event so we can "re-play" it if this drag does
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// not turn into an actual drag so the click can be handled normally
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_savedMouseDown = args;
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}
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return canDrag;
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}
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return false;
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}
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private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
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private bool OnBeginDrag()
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{
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if (_state == DragState.MouseDown)
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if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
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{
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// quick mouseup, definitely treat it as a normal click by
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// replaying the original
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CancelDrag(true, args.OriginalMessage);
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return false;
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}
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if (_state != DragState.Dragging) return false;
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// remaining CancelDrag calls will not replay the click because
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// by this time we've determined the input was actually a drag attempt
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// tell the server we are dropping if we are over a valid drop target in range.
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// We don't use args.EntityUid here because drag interactions generally should
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// work even if there's something "on top" of the drop target
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if (!_interactionSystem.InRangeUnobstructed(_dragger,
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args.Coordinates, ignoreInsideBlocker: true))
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{
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CancelDrag(false, null);
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// something happened to the clicked entity or we moved the mouse off the target so
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// we shouldn't replay the original click
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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foreach (var entity in entities)
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if (_dragDropHelper.Dragged.TryGetComponent<SpriteComponent>(out var draggedSprite))
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{
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// check if it's able to be dropped on by current dragged entity
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var dropArgs = new DragDropEventArgs(_dragger, args.Coordinates, _draggedEntity, entity);
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foreach (var draggable in _draggables)
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{
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if (!draggable.CanDrop(dropArgs))
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{
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continue;
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}
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// tell the server about the drop attempt
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RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
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entity.Uid));
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draggable.Drop(dropArgs);
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CancelDrag(false, null);
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return true;
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}
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}
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CancelDrag(false, null);
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return false;
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}
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private void StartDragging()
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{
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// this is checked elsewhere but adding this as a failsafe
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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Logger.Error("Programming error. Cannot initiate drag, no dragged entity or entity" +
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" was deleted.");
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return;
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}
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if (_draggedEntity.TryGetComponent<SpriteComponent>(out var draggedSprite))
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{
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_state = DragState.Dragging;
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// pop up drag shadow under mouse
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
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_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = _dragShadow.GetComponent<SpriteComponent>();
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dragSprite.CopyFrom(draggedSprite);
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@@ -249,22 +179,132 @@ namespace Content.Client.GameObjects.EntitySystems
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dragSprite.DrawDepth = (int) DrawDepth.Overlays;
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if (dragSprite.Directional)
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{
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_dragShadow.Transform.WorldRotation = _draggedEntity.Transform.WorldRotation;
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_dragShadow.Transform.WorldRotation = _dragDropHelper.Dragged.Transform.WorldRotation;
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}
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HighlightTargets();
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// drag initiated
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return true;
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}
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else
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Logger.Warning("Unable to display drag shadow for {0} because it" +
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" has no sprite component.", _dragDropHelper.Dragged.Name);
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return false;
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}
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private bool OnContinueDrag(float frameTime)
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{
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if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
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{
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Logger.Warning("Unable to display drag shadow for {0} because it" +
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" has no sprite component.", _draggedEntity.Name);
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return false;
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}
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// still in range of the thing we are dragging?
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if (!_interactionSystem.InRangeUnobstructed(_dragger, _dragDropHelper.Dragged))
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{
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return false;
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}
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// keep dragged entity under mouse
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var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
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// TODO: would use MapPosition instead if it had a setter, but it has no setter.
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// is that intentional, or should we add a setter for Transform.MapPosition?
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_dragShadow.Transform.WorldPosition = mousePos.Position;
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_targetRecheckTime += frameTime;
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if (_targetRecheckTime > TargetRecheckInterval)
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{
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HighlightTargets();
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_targetRecheckTime = 0;
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}
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return true;
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}
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private void OnEndDrag()
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{
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RemoveHighlights();
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if (_dragShadow != null)
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{
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EntityManager.DeleteEntity(_dragShadow);
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}
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_dragShadow = null;
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_draggables.Clear();
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_dragger = null;
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_mouseDownTime = 0;
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_savedMouseDown = null;
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}
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private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (!_dragDropHelper.IsDragging)
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{
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// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
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// replaying the original cmd
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if (_savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
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{
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var savedValue = _savedMouseDown.Value;
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_isReplaying = true;
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// adjust the timing info based on the current tick so it appears as if it happened now
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var replayMsg = savedValue.OriginalMessage;
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var adjustedInputMsg = new FullInputCmdMessage(args.OriginalMessage.Tick, args.OriginalMessage.SubTick,
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replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
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_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
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adjustedInputMsg, true);
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_isReplaying = false;
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}
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_dragDropHelper.EndDrag();
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return false;
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}
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// now when ending the drag, we will not replay the click because
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// by this time we've determined the input was actually a drag attempt
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// tell the server we are dropping if we are over a valid drop target in range.
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// We don't use args.EntityUid here because drag interactions generally should
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// work even if there's something "on top" of the drop target
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if (!_interactionSystem.InRangeUnobstructed(_dragger,
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args.Coordinates, ignoreInsideBlocker: true))
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{
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_dragDropHelper.EndDrag();
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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foreach (var entity in entities)
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{
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// check if it's able to be dropped on by current dragged entity
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var dropArgs = new DragDropEventArgs(_dragger, args.Coordinates, _dragDropHelper.Dragged, entity);
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foreach (var draggable in _draggables)
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{
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if (!draggable.CanDrop(dropArgs))
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{
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continue;
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}
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// tell the server about the drop attempt
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RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _dragDropHelper.Dragged.Uid,
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entity.Uid));
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draggable.Drop(dropArgs);
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_dragDropHelper.EndDrag();
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return true;
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}
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}
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_dragDropHelper.EndDrag();
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return false;
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}
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private void HighlightTargets()
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{
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if (_state != DragState.Dragging || _draggedEntity == null ||
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_draggedEntity.Deleted || _dragShadow == null || _dragShadow.Deleted)
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if (_dragDropHelper.Dragged == null ||
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_dragDropHelper.Dragged.Deleted || _dragShadow == null || _dragShadow.Deleted)
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{
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Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
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"dragging anything or dragged entity / shadow was deleted.");
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@@ -289,7 +329,7 @@ namespace Content.Client.GameObjects.EntitySystems
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if (inRangeSprite.Visible == false) continue;
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// check if it's able to be dropped on by current dragged entity
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var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity);
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var canDropArgs = new CanDropEventArgs(_dragger, _dragDropHelper.Dragged, pvsEntity);
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var anyValidDraggable = _draggables.Any(draggable => draggable.CanDrop(canDropArgs));
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if (anyValidDraggable)
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@@ -314,95 +354,10 @@ namespace Content.Client.GameObjects.EntitySystems
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_highlightedSprites.Clear();
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}
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/// <summary>
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/// Cancels the drag, firing our saved drag event if instructed to do so and
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/// we are within the threshold for replaying the click
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/// (essentially reverting the drag attempt and allowing the original click
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/// to proceed as if no drag was performed)
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/// </summary>
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/// <param name="cause">if fireSavedCmd is true, this should be passed with the value of
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/// the pointer cmd that caused the drag to be cancelled</param>
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private void CancelDrag(bool fireSavedCmd, FullInputCmdMessage cause)
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{
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RemoveHighlights();
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if (_dragShadow != null)
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{
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EntityManager.DeleteEntity(_dragShadow);
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}
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_dragShadow = null;
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_draggedEntity = null;
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_draggables.Clear();
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_dragger = null;
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_state = DragState.NotDragging;
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_mouseDownTime = 0;
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if (fireSavedCmd && _savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
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{
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var savedValue = _savedMouseDown.Value;
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_isReplaying = true;
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// adjust the timing info based on the current tick so it appears as if it happened now
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var replayMsg = savedValue.OriginalMessage;
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var adjustedInputMsg = new FullInputCmdMessage(cause.Tick, cause.SubTick, replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
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_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
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adjustedInputMsg, true);
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_isReplaying = false;
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}
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_savedMouseDown = null;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_state == DragState.MouseDown)
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{
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var screenPos = _inputManager.MouseScreenPosition;
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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// something happened to the clicked entity or we moved the mouse off the target so
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// we shouldn't replay the original click
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CancelDrag(false, null);
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return;
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}
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else if ((_mouseDownScreenPos - screenPos).Length > DragDeadzone)
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{
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// initiate actual drag
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StartDragging();
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_mouseDownTime = 0;
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}
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}
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else if (_state == DragState.Dragging)
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{
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if (_draggedEntity == null || _draggedEntity.Deleted)
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{
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CancelDrag(false, null);
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return;
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}
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// still in range of the thing we are dragging?
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if (!_interactionSystem.InRangeUnobstructed(_dragger, _draggedEntity))
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{
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CancelDrag(false, null);
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return;
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}
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// keep dragged entity under mouse
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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// TODO: would use MapPosition instead if it had a setter, but it has no setter.
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// is that intentional, or should we add a setter for Transform.MapPosition?
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_dragShadow.Transform.WorldPosition = mousePos.Position;
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_targetRecheckTime += frameTime;
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if (_targetRecheckTime > TargetRecheckInterval)
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{
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HighlightTargets();
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_targetRecheckTime = 0;
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}
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}
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_dragDropHelper.Update(frameTime);
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}
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}
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}
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