#nullable enable using System.Collections.Generic; using Content.Client.State; using Content.Client.Utility; using Content.Shared.GameObjects.EntitySystemMessages; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Utility; using JetBrains.Annotations; using Robust.Client.GameObjects; using Robust.Client.GameObjects.EntitySystems; using Robust.Client.Graphics.Shaders; using Robust.Client.Interfaces.GameObjects.Components; using Robust.Client.Interfaces.Graphics.ClientEye; using Robust.Client.Interfaces.Input; using Robust.Client.Interfaces.State; using Robust.Client.Player; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Input; using Robust.Shared.Input.Binding; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Log; using Robust.Shared.Maths; using Robust.Shared.Prototypes; using DrawDepth = Content.Shared.GameObjects.DrawDepth; namespace Content.Client.GameObjects.EntitySystems { /// /// Handles clientside drag and drop logic /// [UsedImplicitly] 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 IPlayerManager _playerManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = 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 IEntity? _dragger; private readonly List _draggables = new(); private IEntity? _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 SharedInteractionSystem _interactionSystem = default!; private InputSystem _inputSystem = default!; private readonly List _highlightedSprites = new(); public override void Initialize() { _dragDropHelper = new DragDropHelper(OnBeginDrag, OnContinueDrag, OnEndDrag); _dropTargetInRangeShader = _prototypeManager.Index(ShaderDropTargetInRange).Instance(); _dropTargetOutOfRangeShader = _prototypeManager.Index(ShaderDropTargetOutOfRange).Instance(); _interactionSystem = Get(); _inputSystem = Get(); // needs to fire on mouseup and mousedown so we can detect a drag / drop CommandBinds.Builder .Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false)) .Register(); } public override void Shutdown() { _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) { 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) _dragDropHelper.EndDrag(); // possibly initiating a drag // check if the clicked entity is draggable if (EntityManager.TryGetEntity(args.EntityUid, out var entity)) { // check if the entity is reachable if (!_interactionSystem.InRangeUnobstructed(dragger, entity)) { return false; } var canDrag = false; foreach (var draggable in entity.GetAllComponents()) { var dragEventArgs = new StartDragDropEventArgs(dragger, entity); if (draggable.CanStartDrag(dragEventArgs)) { _draggables.Add(draggable); 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 OnBeginDrag() { if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted) { // 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 (_dragDropHelper.Dragged.TryGetComponent(out var draggedSprite)) { // pop up drag shadow under mouse var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition); _dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos); var dragSprite = _dragShadow.GetComponent(); 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.Directional) { _dragShadow.Transform.WorldRotation = _dragDropHelper.Dragged.Transform.WorldRotation; } HighlightTargets(); EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(false)); // drag initiated return true; } 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) { 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? if (_dragShadow == null) return false; _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); } EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(true)); _dragShadow = null; _draggables.Clear(); _dragger = null; _mouseDownTime = 0; _savedMouseDown = null; } private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args) { if (_dragDropHelper.IsDragging == false) { // 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 == null) { _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 var range = (args.Coordinates.ToMapPos(EntityManager) - _dragger.Transform.MapPosition.Position).Length + 0.01f; // 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, range, ignoreInsideBlocker: true)) { _dragDropHelper.EndDrag(); return false; } var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates); var outOfRange = false; 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); var valid = true; var anyDragDrop = false; var dragDropOn = new List(); foreach (var comp in entity.GetAllComponents()) { anyDragDrop = true; if (!comp.CanDragDropOn(dropArgs)) { valid = false; dragDropOn.Add(comp); } } if (!valid || !anyDragDrop) continue; if (!dropArgs.InRangeUnobstructed(ignoreInsideBlocker: true)) { outOfRange = true; continue; } 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); // Don't fail if it isn't handled as server may do something with it foreach (var comp in dragDropOn) { if (!comp.DragDropOn(dropArgs)) continue; } _dragDropHelper.EndDrag(); return true; } } if (outOfRange) { _playerManager.LocalPlayer?.ControlledEntity?.PopupMessage(Loc.GetString("You can't reach there!")); } _dragDropHelper.EndDrag(); return false; } private void HighlightTargets() { 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."); 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 var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position; var bounds = new Box2(mousePos - 1.5f, mousePos + 1.5f); var pvsEntities = EntityManager.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, true); foreach (var pvsEntity in pvsEntities) { if (!pvsEntity.TryGetComponent(out ISpriteComponent? inRangeSprite)) continue; // can't highlight if there's no sprite or it's not visible if (inRangeSprite.Visible == false) continue; var valid = (bool?) null; // check if it's able to be dropped on by current dragged entity var dropArgs = new DragDropEventArgs(_dragger, pvsEntity.Transform.Coordinates, _dragDropHelper.Dragged, pvsEntity); foreach (var comp in pvsEntity.GetAllComponents()) { valid = comp.CanDragDropOn(dropArgs); if (valid.Value) break; } // Can't do anything so no highlight if (!valid.HasValue) continue; // We'll do a final check given server-side does this before any dragdrop can take place. if (valid.Value) { valid = dropArgs.InRangeUnobstructed(ignoreInsideBlocker: true); } // 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(); } public override void Update(float frameTime) { base.Update(frameTime); _dragDropHelper.Update(frameTime); } } }