212 lines
7.6 KiB
C#
212 lines
7.6 KiB
C#
using System.Threading;
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using Content.Client.Gameplay;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Client.ContextMenu.UI
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{
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/// <summary>
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/// This class handles all the logic associated with showing a context menu, as well as all the state for the
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/// entire context menu stack, including verb and entity menus. It does not currently support multiple
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/// open context menus.
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/// </summary>
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/// <remarks>
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/// This largely involves setting up timers to open and close sub-menus when hovering over other menu elements.
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/// </remarks>
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public sealed class ContextMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
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{
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public static readonly TimeSpan HoverDelay = TimeSpan.FromSeconds(0.2);
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/// <summary>
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/// Root menu of the entire context menu.
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/// </summary>
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public ContextMenuPopup RootMenu = default!;
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public Stack<ContextMenuPopup> Menus { get; } = new();
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/// <summary>
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/// Used to cancel the timer that opens menus.
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/// </summary>
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public CancellationTokenSource? CancelOpen;
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/// <summary>
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/// Used to cancel the timer that closes menus.
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/// </summary>
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public CancellationTokenSource? CancelClose;
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public Action? OnContextClosed;
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public Action<ContextMenuElement>? OnContextMouseEntered;
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public Action<ContextMenuElement>? OnContextMouseExited;
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public Action<ContextMenuElement>? OnSubMenuOpened;
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public Action<ContextMenuElement, GUIBoundKeyEventArgs>? OnContextKeyEvent;
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public void OnStateEntered(GameplayState state)
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{
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RootMenu = new(this, null);
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RootMenu.OnPopupHide += Close;
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Menus.Push(RootMenu);
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}
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public void OnStateExited(GameplayState state)
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{
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Close();
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RootMenu.OnPopupHide -= Close;
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RootMenu.Dispose();
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}
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/// <summary>
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/// Close and clear the root menu. This will also dispose any sub-menus.
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/// </summary>
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public void Close()
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{
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RootMenu.MenuBody.DisposeAllChildren();
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CancelOpen?.Cancel();
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CancelClose?.Cancel();
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OnContextClosed?.Invoke();
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RootMenu.Close();
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}
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/// <summary>
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/// Starts closing menus until the top-most menu is the given one.
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/// </summary>
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/// <remarks>
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/// Note that this does not actually check if the given menu IS a sub menu of this presenter. In that case
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/// this will close all menus.
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/// </remarks>
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public void CloseSubMenus(ContextMenuPopup? menu)
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{
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if (menu == null || !menu.Visible)
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return;
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while (Menus.TryPeek(out var subMenu) && subMenu != menu)
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{
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Menus.Pop().Close();
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}
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// ensure no accidental double-closing happens.
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CancelClose?.Cancel();
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CancelClose = null;
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}
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/// <summary>
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/// Start a timer to open this element's sub-menu.
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/// </summary>
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private void OnMouseEntered(ContextMenuElement element)
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{
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if (!Menus.TryPeek(out var topMenu))
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{
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Logger.Error("Context Menu: Mouse entered menu without any open menus?");
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return;
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}
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if (element.ParentMenu == topMenu || element.SubMenu == topMenu)
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CancelClose?.Cancel();
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if (element.SubMenu == topMenu)
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return;
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// open the sub-menu after a short delay.
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CancelOpen?.Cancel();
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CancelOpen = new();
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Timer.Spawn(HoverDelay, () => OpenSubMenu(element), CancelOpen.Token);
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OnContextMouseEntered?.Invoke(element);
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}
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/// <summary>
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/// Start a timer to close this element's sub-menu.
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/// </summary>
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/// <remarks>
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/// Note that this timer will be aborted when entering the actual sub-menu itself.
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/// </remarks>
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private void OnMouseExited(ContextMenuElement element)
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{
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CancelOpen?.Cancel();
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if (element.SubMenu == null)
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return;
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CancelClose?.Cancel();
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CancelClose = new();
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Timer.Spawn(HoverDelay, () => CloseSubMenus(element.ParentMenu), CancelClose.Token);
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OnContextMouseExited?.Invoke(element);
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}
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private void OnKeyBindDown(ContextMenuElement element, GUIBoundKeyEventArgs args)
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{
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OnContextKeyEvent?.Invoke(element, args);
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}
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/// <summary>
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/// Opens a new sub menu, and close the old one.
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/// </summary>
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/// <remarks>
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/// If the given element has no sub-menu, just close the current one.
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/// </remarks>
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public void OpenSubMenu(ContextMenuElement element)
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{
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if (!Menus.TryPeek(out var topMenu))
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{
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Logger.Error("Context Menu: Attempting to open sub menu without any open menus?");
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return;
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}
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// If This is already the top most menu, do nothing.
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if (element.SubMenu == topMenu)
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return;
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// Was the parent menu closed or disposed before an open timer completed?
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if (element.Disposed || element.ParentMenu == null || !element.ParentMenu.Visible)
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return;
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// Close any currently open sub-menus up to this element's parent menu.
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CloseSubMenus(element.ParentMenu);
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// cancel any queued openings to prevent weird double-open scenarios.
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CancelOpen?.Cancel();
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CancelOpen = null;
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if (element.SubMenu == null)
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return;
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// open pop-up adjacent to the parent element. We want the sub-menu elements to align with this element
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// which depends on the panel container style margins.
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var altPos = element.GlobalPosition;
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var pos = altPos + (element.Width + 2*ContextMenuElement.ElementMargin, - 2*ContextMenuElement.ElementMargin);
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element.SubMenu.Open(UIBox2.FromDimensions(pos, (1, 1)), altPos);
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// draw on top of other menus
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element.SubMenu.SetPositionLast();
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Menus.Push(element.SubMenu);
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OnSubMenuOpened?.Invoke(element);
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}
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/// <summary>
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/// Add an element to a menu and subscribe to GUI events.
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/// </summary>
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public void AddElement(ContextMenuPopup menu, ContextMenuElement element)
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{
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element.OnMouseEntered += _ => OnMouseEntered(element);
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element.OnMouseExited += _ => OnMouseExited(element);
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element.OnKeyBindDown += args => OnKeyBindDown(element, args);
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element.ParentMenu = menu;
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menu.MenuBody.AddChild(element);
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menu.InvalidateMeasure();
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}
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/// <summary>
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/// Removes event subscriptions when an element is removed from a menu,
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/// </summary>
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public void OnRemoveElement(ContextMenuPopup menu, Control control)
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{
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if (control is not ContextMenuElement element)
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return;
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element.OnMouseEntered -= _ => OnMouseEntered(element);
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element.OnMouseExited -= _ => OnMouseExited(element);
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element.OnKeyBindDown -= args => OnKeyBindDown(element, args);
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menu.InvalidateMeasure();
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}
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}
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}
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