Small UI refactor pieces (#11026)
* ActionType rename Name to DisplayName * Gameplay State rename+move
This commit is contained in:
161
Content.Client/Gameplay/GameplayStateBase.cs
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161
Content.Client/Gameplay/GameplayStateBase.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Clickable;
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using Robust.Client.GameObjects;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Containers;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.Gameplay
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{
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// OH GOD.
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// Ok actually it's fine.
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// Instantiated dynamically through the StateManager, Dependencies will be resolved.
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[Virtual]
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public class GameplayStateBase : State, IEntityEventSubscriber
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{
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private ClickableEntityComparer _comparer = default!;
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protected override void Startup()
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{
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_inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
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_comparer = new ClickableEntityComparer(_entityManager);
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}
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protected override void Shutdown()
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{
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_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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}
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public EntityUid? GetEntityUnderPosition(MapCoordinates coordinates)
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{
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var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
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return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
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}
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public IList<EntityUid> GetEntitiesUnderPosition(EntityCoordinates coordinates)
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{
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return GetEntitiesUnderPosition(coordinates.ToMap(_entityManager));
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}
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public IList<EntityUid> GetEntitiesUnderPosition(MapCoordinates coordinates)
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{
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// Find all the entities intersecting our click
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var entities = EntitySystem.Get<EntityLookupSystem>().GetEntitiesIntersecting(coordinates.MapId,
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Box2.CenteredAround(coordinates.Position, (1, 1)));
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var containerSystem = _entitySystemManager.GetEntitySystem<SharedContainerSystem>();
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(EntityUid clicked, int drawDepth, uint renderOrder)>();
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foreach (var entity in entities)
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{
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if (_entityManager.TryGetComponent<ClickableComponent?>(entity, out var component)
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&& !containerSystem.IsEntityInContainer(entity)
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&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
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{
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foundEntities.Add((entity, drawDepthClicked, renderOrder));
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}
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}
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if (foundEntities.Count == 0)
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return Array.Empty<EntityUid>();
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foundEntities.Sort(_comparer);
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// 0 is the top element.
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foundEntities.Reverse();
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return foundEntities.Select(a => a.clicked).ToList();
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}
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private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder)>
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{
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private readonly IEntityManager _entities;
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public ClickableEntityComparer(IEntityManager entities)
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{
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_entities = entities;
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}
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public int Compare((EntityUid clicked, int depth, uint renderOrder) x,
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(EntityUid clicked, int depth, uint renderOrder) y)
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{
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var val = x.depth.CompareTo(y.depth);
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if (val != 0)
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{
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return val;
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}
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// Turning this off it can make picking stuff out of lockers and such up a bit annoying.
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/*
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val = x.renderOrder.CompareTo(y.renderOrder);
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if (val != 0)
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{
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return val;
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}
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*/
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var transX = _entities.GetComponent<TransformComponent>(x.clicked);
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var transY = _entities.GetComponent<TransformComponent>(y.clicked);
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val = transX.Coordinates.Y.CompareTo(transY.Coordinates.Y);
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if (val != 0)
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{
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return val;
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}
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return x.clicked.CompareTo(y.clicked);
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}
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}
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/// <summary>
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/// Converts a state change event from outside the simulation to inside the simulation.
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/// </summary>
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/// <param name="args">Event data values for a bound key state change.</param>
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protected virtual void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
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{
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// If there is no InputSystem, then there is nothing to forward to, and nothing to do here.
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if(!_entitySystemManager.TryGetEntitySystem(out InputSystem? inputSys))
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return;
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var kArgs = args.KeyEventArgs;
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var func = kArgs.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
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EntityCoordinates coordinates = default;
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EntityUid? entityToClick = null;
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if (args.Viewport is IViewportControl vp)
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{
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var mousePosWorld = vp.ScreenToMap(kArgs.PointerLocation.Position);
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entityToClick = GetEntityUnderPosition(mousePosWorld);
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coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
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EntityCoordinates.FromMap(_mapManager, mousePosWorld);
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}
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var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, kArgs.State,
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coordinates , kArgs.PointerLocation,
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entityToClick ?? default); // TODO make entityUid nullable
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// client side command handlers will always be sent the local player session.
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var session = _playerManager.LocalPlayer?.Session;
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if (inputSys.HandleInputCommand(session, func, message))
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{
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kArgs.Handle();
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}
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}
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}
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}
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