Files
tbd-station-14/Content.Client/ContextMenu/UI/ContextMenuPresenter.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

390 lines
14 KiB
C#

using System;
using System.Linq;
using System.Threading;
using Content.Client.Examine;
using Content.Client.Interactable;
using Content.Client.Items.Managers;
using Content.Client.Verbs;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Content.Shared.Input;
using Content.Shared.Interaction.Helpers;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Client.ContextMenu.UI
{
public class ContextMenuPresenter : IDisposable
{
[Dependency] private readonly IEntitySystemManager _systemManager = default!;
[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
public static readonly TimeSpan HoverDelay = TimeSpan.FromSeconds(0.2);
private CancellationTokenSource? _cancelHover;
private readonly IContextMenuView _contextMenuView;
private readonly VerbSystem _verbSystem;
private MapCoordinates _mapCoordinates;
public ContextMenuPresenter(VerbSystem verbSystem)
{
IoCManager.InjectDependencies(this);
_verbSystem = verbSystem;
_contextMenuView = new ContextMenuView();
_contextMenuView.OnKeyBindDownSingle += OnKeyBindDownSingle;
_contextMenuView.OnMouseEnteredSingle += OnMouseEnteredSingle;
_contextMenuView.OnMouseExitedSingle += OnMouseExitedSingle;
_contextMenuView.OnMouseHoveringSingle += OnMouseHoveringSingle;
_contextMenuView.OnKeyBindDownStack += OnKeyBindDownStack;
_contextMenuView.OnMouseEnteredStack += OnMouseEnteredStack;
_contextMenuView.OnExitedTree += OnExitedTree;
_contextMenuView.OnCloseRootMenu += OnCloseRootMenu;
_contextMenuView.OnCloseChildMenu += OnCloseChildMenu;
_cfg.OnValueChanged(CCVars.ContextMenuGroupingType, _contextMenuView.OnGroupingContextMenuChanged, true);
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenContextMenu, new PointerInputCmdHandler(HandleOpenContextMenu))
.Register<ContextMenuPresenter>();
}
#region View Events
private void OnCloseChildMenu(object? sender, int depth)
{
_contextMenuView.CloseContextPopups(depth);
}
private void OnCloseRootMenu(object? sender, EventArgs e)
{
_contextMenuView.CloseContextPopups();
}
private void OnExitedTree(object? sender, ContextMenuElement e)
{
_contextMenuView.UpdateParents(e);
}
private void OnMouseEnteredStack(object? sender, StackContextElement e)
{
var realGlobalPosition = e.GlobalPosition;
_cancelHover?.Cancel();
_cancelHover = new();
Timer.Spawn(HoverDelay, () =>
{
if (_contextMenuView.Menus.Count == 0)
{
return;
}
OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
var filteredEntities = e.ContextEntities.Where(entity => !entity.Deleted);
if (filteredEntities.Any())
{
_contextMenuView.AddChildMenu(filteredEntities, realGlobalPosition, e);
}
}, _cancelHover.Token);
}
private void OnKeyBindDownStack(object? sender, (GUIBoundKeyEventArgs, StackContextElement) e)
{
var (args, stack) = e;
var firstEntity = stack.ContextEntities.FirstOrDefault(ent => !ent.Deleted);
if (firstEntity == null) return;
if (args.Function == EngineKeyFunctions.Use || args.Function == ContentKeyFunctions.AltActivateItemInWorld || args.Function == ContentKeyFunctions.TryPullObject || args.Function == ContentKeyFunctions.MovePulledObject)
{
var inputSys = _systemManager.GetEntitySystem<InputSystem>();
var func = args.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId,
BoundKeyState.Down, firstEntity.Transform.Coordinates, args.PointerLocation, firstEntity.Uid);
var session = _playerManager.LocalPlayer?.Session;
if (session != null)
{
inputSys.HandleInputCommand(session, func, message);
}
CloseAllMenus();
args.Handle();
return;
}
if (_itemSlotManager.OnButtonPressed(args, firstEntity))
{
CloseAllMenus();
}
}
private void OnMouseHoveringSingle(object? sender, SingleContextElement e)
{
if (!e.DrawOutline) return;
var localPlayer = _playerManager.LocalPlayer;
if (localPlayer?.ControlledEntity != null)
{
var inRange =
localPlayer.InRangeUnobstructed(e.ContextEntity, ignoreInsideBlocker: true);
// BUG: This assumes that the main viewport is the viewport that the context menu is active on.
// This is not necessarily true but we currently have no way to find the viewport (reliably)
// from the input event.
//
// This might be particularly important in the future with a more advanced mapping mode.
var renderScale = _eyeManager.MainViewport.GetRenderScale();
e.OutlineComponent?.UpdateInRange(inRange, renderScale);
}
}
private void OnMouseEnteredSingle(object? sender, SingleContextElement e)
{
// close other pop-ups after a short delay
_cancelHover?.Cancel();
_cancelHover = new();
Timer.Spawn(HoverDelay, () =>
{
if (_contextMenuView.Menus.Count == 0)
{
return;
}
OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
}, _cancelHover.Token);
var entity = e.ContextEntity;
OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
if (entity.Deleted) return;
var localPlayer = _playerManager.LocalPlayer;
if (localPlayer?.ControlledEntity == null) return;
var renderScale = _eyeManager.MainViewport.GetRenderScale();
e.OutlineComponent?.OnMouseEnter(localPlayer.InRangeUnobstructed(entity, ignoreInsideBlocker: true), renderScale);
if (e.SpriteComp != null)
{
e.SpriteComp.DrawDepth = (int) DrawDepth.HighlightedItems;
}
e.DrawOutline = true;
}
private void OnMouseExitedSingle(object? sender, SingleContextElement e)
{
if (!e.ContextEntity.Deleted)
{
if (e.SpriteComp != null)
{
e.SpriteComp.DrawDepth = e.OriginalDrawDepth;
}
e.OutlineComponent?.OnMouseLeave();
}
e.DrawOutline = false;
}
private void OnKeyBindDownSingle(object? sender, (GUIBoundKeyEventArgs, SingleContextElement) valueTuple)
{
var (args, single) = valueTuple;
var entity = single.ContextEntity;
if (args.Function == ContentKeyFunctions.OpenContextMenu)
{
_verbSystem.OnContextButtonPressed(entity);
args.Handle();
return;
}
if (args.Function == ContentKeyFunctions.ExamineEntity)
{
_systemManager.GetEntitySystem<ExamineSystem>().DoExamine(entity);
args.Handle();
return;
}
if (args.Function == EngineKeyFunctions.Use || args.Function == ContentKeyFunctions.AltActivateItemInWorld || args.Function == ContentKeyFunctions.Point ||
args.Function == ContentKeyFunctions.TryPullObject || args.Function == ContentKeyFunctions.MovePulledObject)
{
var inputSys = _systemManager.GetEntitySystem<InputSystem>();
var func = args.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId,
BoundKeyState.Down, entity.Transform.Coordinates, args.PointerLocation, entity.Uid);
var session = _playerManager.LocalPlayer?.Session;
if (session != null)
{
inputSys.HandleInputCommand(session, func, message);
}
CloseAllMenus();
args.Handle();
return;
}
if (_itemSlotManager.OnButtonPressed(args, single.ContextEntity))
{
CloseAllMenus();
}
}
#endregion
#region Model Updates
private bool HandleOpenContextMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State != BoundKeyState.Down)
{
return false;
}
if (_stateManager.CurrentState is not GameScreenBase)
{
return false;
}
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null)
{
return false;
}
_mapCoordinates = args.Coordinates.ToMap(_entityManager);
if (!_verbSystem.TryGetContextEntities(player, _mapCoordinates, out var entities, ignoreVisibility: _verbSystem.CanSeeAllContext))
return false;
// do we need to do visiblity checks?
if (_verbSystem.CanSeeAllContext)
{
_contextMenuView.AddRootMenu(entities);
return true;
}
//visibility checks
player.TryGetContainer(out var playerContainer);
foreach (var entity in entities.ToList())
{
if (!entity.TryGetComponent(out ISpriteComponent? spriteComponent) ||
!spriteComponent.Visible ||
!CanSeeContainerCheck(entity, playerContainer))
{
entities.Remove(entity);
}
}
if (entities.Count == 0)
return false;
_contextMenuView.AddRootMenu(entities);
return true;
}
/// <summary>
/// Can the player see the entity through any entity containers?
/// </summary>
/// <remarks>
/// This is similar to <see cref="ContainerHelpers.IsInSameOrParentContainer()"/>, except that we do not
/// allow the player to be the "parent" container and we allow for see-through containers (display cases).
/// </remarks>
private bool CanSeeContainerCheck(IEntity entity, IContainer? playerContainer)
{
// is the player inside this entity?
if (playerContainer?.Owner == entity)
return true;
entity.TryGetContainer(out var entityContainer);
// are they in the same container (or none?)
if (playerContainer == entityContainer)
return true;
// Is the entity in a display case?
if (playerContainer == null && entityContainer!.ShowContents)
return true;
return false;
}
/// <summary>
/// Check that entities in the context menu are still visible. If not, remove them from the context menu.
/// </summary>
public void Update()
{
if (_contextMenuView.Elements.Count == 0)
return;
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null)
return;
foreach (var entity in _contextMenuView.Elements.Keys.ToList())
{
if (entity.Deleted || !_verbSystem.CanSeeAllContext && !player.InRangeUnOccluded(entity))
{
_contextMenuView.RemoveEntity(entity);
if (_verbSystem.CurrentTarget == entity.Uid)
_verbSystem.CloseVerbMenu();
}
}
}
#endregion
public void CloseAllMenus()
{
_contextMenuView.CloseContextPopups();
_verbSystem.CloseVerbMenu();
}
public void Dispose()
{
_contextMenuView.OnKeyBindDownSingle -= OnKeyBindDownSingle;
_contextMenuView.OnMouseEnteredSingle -= OnMouseEnteredSingle;
_contextMenuView.OnMouseExitedSingle -= OnMouseExitedSingle;
_contextMenuView.OnMouseHoveringSingle -= OnMouseHoveringSingle;
_contextMenuView.OnKeyBindDownStack -= OnKeyBindDownStack;
_contextMenuView.OnMouseEnteredStack -= OnMouseEnteredStack;
_contextMenuView.OnExitedTree -= OnExitedTree;
_contextMenuView.OnCloseRootMenu -= OnCloseRootMenu;
_contextMenuView.OnCloseChildMenu -= OnCloseChildMenu;
CommandBinds.Unregister<ContextMenuPresenter>();
}
}
}