Files
tbd-station-14/Content.Client/Outline/InteractionOutlineSystem.cs
metalgearsloth 509ed98bdd Split InteractionOutline from GameScreen (#6155)
Looking at making GameScreen in charge of managing the current GameHud and so it should be less of a god class.
2022-01-14 15:23:52 -08:00

117 lines
4.4 KiB
C#

using Content.Client.ContextMenu.UI;
using Content.Client.Interactable;
using Content.Client.Interactable.Components;
using Content.Client.Viewport;
using Content.Shared.CCVar;
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;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
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!;
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)
{
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 = localPlayer.InRangeUnobstructed(entityToClick.Value, ignoreInsideBlocker: true);
}
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);
}
}
}