using Content.Client.CombatMode;
using Content.Client.Outline;
using Content.Client.Viewport;
using Content.Shared.ActionBlocker;
using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Configuration;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.DragDrop
{
///
/// Handles clientside drag and drop logic
///
[UsedImplicitly]
public sealed class DragDropSystem : SharedDragDropSystem
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfgMan = default!;
[Dependency] private readonly InteractionOutlineSystem _outline = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly CombatModeSystem _combatMode = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
// how often to recheck possible targets (prevents calling expensive
// check logic each update)
private const float TargetRecheckInterval = 0.25f;
// if a drag ends up being cancelled and it has been under this
// amount of time since the mousedown, we will "replay" the original
// mousedown event so it can be treated like a regular click
private const float MaxMouseDownTimeForReplayingClick = 0.85f;
private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
private const string ShaderDropTargetOutOfRange = "SelectionOutline";
// entity performing the drag action
private EntityUid _dragger;
private readonly List _draggables = new();
private EntityUid _dragShadow;
// time since mouse down over the dragged entity
private float _mouseDownTime;
// 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
private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
// whether we are currently replaying the original mouse down, so we
// can ignore any events sent to this system
private bool _isReplaying;
private DragDropHelper _dragDropHelper = default!;
private ShaderInstance? _dropTargetInRangeShader;
private ShaderInstance? _dropTargetOutOfRangeShader;
private readonly List _highlightedSprites = new();
public override void Initialize()
{
UpdatesOutsidePrediction = true;
_dragDropHelper = new DragDropHelper(OnBeginDrag, OnContinueDrag, OnEndDrag);
_cfgMan.OnValueChanged(CCVars.DragDropDeadZone, SetDeadZone, true);
_dropTargetInRangeShader = _prototypeManager.Index(ShaderDropTargetInRange).Instance();
_dropTargetOutOfRangeShader = _prototypeManager.Index(ShaderDropTargetOutOfRange).Instance();
// needs to fire on mouseup and mousedown so we can detect a drag / drop
CommandBinds.Builder
.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false), new[] { typeof(SharedInteractionSystem) })
.Register();
}
private void SetDeadZone(float deadZone)
{
_dragDropHelper.Deadzone = deadZone;
}
public override void Shutdown()
{
_cfgMan.UnsubValueChanged(CCVars.DragDropDeadZone, SetDeadZone);
_dragDropHelper.EndDrag();
CommandBinds.Unregister();
base.Shutdown();
}
private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
// not currently predicted
if (_inputSystem.Predicted) return false;
// currently replaying a saved click, don't handle this because
// we already decided this click doesn't represent an actual drag attempt
if (_isReplaying) return false;
if (args.State == BoundKeyState.Down)
{
return OnUseMouseDown(args);
}
else if (args.State == BoundKeyState.Up)
{
return OnUseMouseUp(args);
}
return false;
}
private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.Session?.AttachedEntity is not {Valid: true} dragger ||
_combatMode.IsInCombatMode())
{
return false;
}
// 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)
_dragDropHelper.EndDrag();
// possibly initiating a drag
// check if the clicked entity is draggable
if (!EntityManager.EntityExists(args.EntityUid))
{
return false;
}
// check if the entity is reachable
if (!_interactionSystem.InRangeUnobstructed(dragger, args.EntityUid))
{
return false;
}
var canDrag = false;
foreach (var draggable in EntityManager.GetComponents(args.EntityUid))
{
var dragEventArgs = new StartDragDropEvent(dragger, args.EntityUid);
if (!draggable.CanStartDrag(dragEventArgs))
{
continue;
}
_draggables.Add(draggable);
canDrag = true;
}
if (!canDrag)
{
return false;
}
// wait to initiate a drag
_dragDropHelper.MouseDown(args.EntityUid);
_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 true;
}
private bool OnBeginDrag()
{
if (_dragDropHelper.Dragged == default || Deleted(_dragDropHelper.Dragged))
{
// something happened to the clicked entity or we moved the mouse off the target so
// we shouldn't replay the original click
return false;
}
if (EntityManager.TryGetComponent(_dragDropHelper.Dragged, out var draggedSprite))
{
// pop up drag shadow under mouse
var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
var dragSprite = EntityManager.GetComponent(_dragShadow);
dragSprite.CopyFrom(draggedSprite);
dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
// keep it on top of everything
dragSprite.DrawDepth = (int) DrawDepth.Overlays;
if (!dragSprite.NoRotation)
{
EntityManager.GetComponent(_dragShadow).WorldRotation = EntityManager.GetComponent(_dragDropHelper.Dragged).WorldRotation;
}
HighlightTargets();
_outline.SetEnabled(false);
// drag initiated
return true;
}
Logger.Warning("Unable to display drag shadow for {0} because it" +
" has no sprite component.", EntityManager.GetComponent(_dragDropHelper.Dragged).EntityName);
return false;
}
private bool OnContinueDrag(float frameTime)
{
if (_dragDropHelper.Dragged == default || Deleted(_dragDropHelper.Dragged) ||
_combatMode.IsInCombatMode())
{
return false;
}
DebugTools.AssertNotNull(_dragger);
// still in range of the thing we are dragging?
if (!_interactionSystem.InRangeUnobstructed(_dragger, _dragDropHelper.Dragged))
{
return false;
}
// 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?
if (_dragShadow == default)
return false;
_targetRecheckTime += frameTime;
if (_targetRecheckTime > TargetRecheckInterval)
{
HighlightTargets();
_targetRecheckTime -= TargetRecheckInterval;
}
return true;
}
private void OnEndDrag()
{
RemoveHighlights();
if (_dragShadow != default)
{
EntityManager.DeleteEntity(_dragShadow);
}
_outline.SetEnabled(true);
_dragShadow = default;
_draggables.Clear();
_dragger = default;
_mouseDownTime = 0;
_savedMouseDown = null;
}
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (_dragDropHelper.IsDragging == false || _dragDropHelper.Dragged == default)
{
// 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);
if (savedValue.Session != null)
{
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, adjustedInputMsg, true);
}
_isReplaying = false;
}
_dragDropHelper.EndDrag();
return false;
}
if (_dragger == default)
{
_dragDropHelper.EndDrag();
return false;
}
IList entities;
if (_stateManager.CurrentState is GameScreen screen)
{
entities = screen.GetEntitiesUnderPosition(args.Coordinates);
}
else
{
entities = Array.Empty();
}
var outOfRange = false;
foreach (var entity in entities)
{
if (entity == _dragDropHelper.Dragged) continue;
// check if it's able to be dropped on by current dragged entity
var dropArgs = new DragDropEvent(_dragger, args.Coordinates, _dragDropHelper.Dragged, entity);
// TODO: Cache valid CanDragDrops
if (ValidDragDrop(dropArgs) != true) continue;
if (!_interactionSystem.InRangeUnobstructed(dropArgs.User, dropArgs.Target)
|| !_interactionSystem.InRangeUnobstructed(dropArgs.User, dropArgs.Dragged))
{
outOfRange = true;
continue;
}
foreach (var draggable in _draggables)
{
if (!draggable.CanDrop(dropArgs)) continue;
// tell the server about the drop attempt
RaiseNetworkEvent(new DragDropRequestEvent(args.Coordinates, _dragDropHelper.Dragged,
entity));
draggable.Drop(dropArgs);
_dragDropHelper.EndDrag();
return true;
}
}
if (outOfRange &&
_playerManager.LocalPlayer?.ControlledEntity is { } player &&
player.IsValid())
{
player.PopupMessage(Loc.GetString("drag-drop-system-out-of-range-text"));
}
_dragDropHelper.EndDrag();
return false;
}
// TODO make this just use TargetOutlineSystem
private void HighlightTargets()
{
if (_dragDropHelper.Dragged == default || Deleted(_dragDropHelper.Dragged) ||
_dragShadow == default || Deleted(_dragShadow))
{
Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
"dragging anything or dragged entity / shadow was deleted.");
return;
}
// highlights the possible targets which are visible
// and able to be dropped on by the current dragged entity
// remove current highlights
RemoveHighlights();
// find possible targets on screen even if not reachable
// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
var bounds = new Box2(mousePos - 1.5f, mousePos + 1.5f);
var pvsEntities = EntitySystem.Get().GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Anchored);
foreach (var pvsEntity in pvsEntities)
{
if (!EntityManager.TryGetComponent(pvsEntity, out ISpriteComponent? inRangeSprite) ||
!inRangeSprite.Visible ||
pvsEntity == _dragDropHelper.Dragged) continue;
// check if it's able to be dropped on by current dragged entity
var dropArgs = new DragDropEvent(_dragger, EntityManager.GetComponent(pvsEntity).Coordinates, _dragDropHelper.Dragged, pvsEntity);
var valid = ValidDragDrop(dropArgs);
if (valid == null) continue;
// We'll do a final check given server-side does this before any dragdrop can take place.
if (valid.Value)
{
valid = _interactionSystem.InRangeUnobstructed(dropArgs.Target, dropArgs.Dragged)
&& _interactionSystem.InRangeUnobstructed(dropArgs.Target, dropArgs.Target);
}
// highlight depending on whether its in or out of range
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
_highlightedSprites.Add(inRangeSprite);
}
}
private void RemoveHighlights()
{
foreach (var highlightedSprite in _highlightedSprites)
{
highlightedSprite.PostShader = null;
highlightedSprite.RenderOrder = 0;
}
_highlightedSprites.Clear();
}
///
/// Are these args valid for drag-drop?
///
///
/// null if the target doesn't support IDragDropOn
private bool? ValidDragDrop(DragDropEvent eventArgs)
{
if (!_actionBlockerSystem.CanInteract(eventArgs.User, eventArgs.Target))
{
return false;
}
// CanInteract() doesn't support checking a second "target" entity.
// Doing so manually:
var ev = new GettingInteractedWithAttemptEvent(eventArgs.User, eventArgs.Dragged);
RaiseLocalEvent(eventArgs.Dragged, ev, true);
if (ev.Cancelled)
return false;
var valid = CheckDragDropOn(eventArgs);
foreach (var comp in EntityManager.GetComponents(eventArgs.Target))
{
if (!comp.CanDragDropOn(eventArgs))
{
valid = false;
// dragDropOn.Add(comp);
continue;
}
valid = true;
break;
}
if (valid != true) return valid;
// Need at least one IDraggable to return true or else we can't do shit
valid = false;
foreach (var comp in EntityManager.GetComponents(eventArgs.User))
{
if (!comp.CanDrop(eventArgs)) continue;
valid = true;
break;
}
return valid;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_dragDropHelper.Update(frameTime);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
// Update position every frame to make it smooth.
if (_dragDropHelper.IsDragging)
{
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
Transform(_dragShadow).WorldPosition = mousePos.Position;
}
}
}
}