using Content.Client.ContextMenu.UI; using Content.Client.Interactable; using Content.Client.Interactable.Components; using Content.Client.Viewport; using Content.Shared.CCVar; using Content.Shared.Interaction; using Robust.Client.Graphics; using Robust.Client.Input; using Robust.Client.Player; using Robust.Client.State; using Robust.Client.UserInterface; using Robust.Client.UserInterface.CustomControls; using Robust.Shared.Configuration; namespace Content.Client.Outline; public sealed class InteractionOutlineSystem : EntitySystem { [Dependency] private readonly IConfigurationManager _configManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IStateManager _stateManager = default!; [Dependency] private readonly IUserInterfaceManager _uiManager = default!; [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; public bool Enabled = true; private EntityUid? _lastHoveredEntity; public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); // If there is no local player, there is no session, and therefore nothing to do here. var localPlayer = _playerManager.LocalPlayer; if (localPlayer == null) return; // TODO InteractionOutlineComponent // BUG: The logic that gets the renderScale here assumes that the entity is only visible in a single // viewport. The entity will be highlighted in ALL viewport where it is visible, regardless of which // viewport is being used to hover over it. If these Viewports have very different render scales, this may // lead to extremely thick outlines in the other viewports. Fixing this probably requires changing how the // hover outline works, so that it only highlights the entity in a single viewport. // GameScreen is still in charge of what entities are visible under a specific cursor position. // Potentially change someday? who knows. var currentState = _stateManager.CurrentState; if (currentState is not GameScreen screen) return; EntityUid? entityToClick = null; var renderScale = 1; if (_uiManager.CurrentlyHovered is IViewportControl vp && _inputManager.MouseScreenPosition.IsValid) { var mousePosWorld = vp.ScreenToMap(_inputManager.MouseScreenPosition.Position); entityToClick = screen.GetEntityUnderPosition(mousePosWorld); if (vp is ScalingViewport svp) { renderScale = svp.CurrentRenderScale; } } else if (_uiManager.CurrentlyHovered is EntityMenuElement element) { entityToClick = element.Entity; // TODO InteractionOutlineComponent // Currently we just take the renderscale from the main viewport. In the future, when the bug mentioned // above is fixed, the viewport should probably be the one that was clicked on to open the entity menu // in the first place. renderScale = _eyeManager.MainViewport.GetRenderScale(); } var inRange = false; if (localPlayer.ControlledEntity != null && entityToClick != null) { inRange = _interactionSystem.InRangeUnobstructed(localPlayer.ControlledEntity.Value, entityToClick.Value); } InteractionOutlineComponent? outline; if (!Enabled || !_configManager.GetCVar(CCVars.OutlineEnabled)) { if (entityToClick != null && TryComp(entityToClick, out outline)) { outline.OnMouseLeave(); //Prevent outline remains from persisting post command. } return; } if (entityToClick == _lastHoveredEntity) { if (entityToClick != null && TryComp(entityToClick, out outline)) { outline.UpdateInRange(inRange, renderScale); } return; } if (_lastHoveredEntity != null && !Deleted(_lastHoveredEntity) && TryComp(_lastHoveredEntity, out outline)) { outline.OnMouseLeave(); } _lastHoveredEntity = entityToClick; if (_lastHoveredEntity != null && TryComp(_lastHoveredEntity, out outline)) { outline.OnMouseEnter(inRange, renderScale); } } }