Files
tbd-station-14/Content.Client/Hands/HandsGui.cs
collinlunn f2816e8081 Moves Hands to shared, some prediction (#3829)
* HandsGuiState

* Gui state setting methods

* code cleanup

* Removes TryGetHands

* ClientHand

* Gui Hands

* Refactor WIP 1

* Hand index

* refactors 2

* wip 3

* wip 4

* wiip 4

* wip 5

* wip 6

* wip 7

* wip 8

* wip 9

* wip 11

* Hand ui mostly looks fine

* hands gui cleanup 1

* cleanup 2

* wip 13

* hand enabled

* stuff

* Hands gui gap fix

* onpressed test

* hand gui buttons events work

* bag activation works

* fix item use

* todo comment

* hands activate fix

* Moves Client Hands back to using strings to identify active hand

* fixes action hand highlighting

* diff fix

* serverhand

* SharedHand

* SharedHand, IReadOnlyHand

* Client Hands only stores SharedHand

* cleanup server hands

* server hand container shutdown

* misc renames, refactors of serverhand

* stuff 1

* stuff 3

* server hand refactor 1

* Undo API changes to remove massive diff

* More API name fixes

* server hands cleanup 2

* cleanup 3

* dropping cleanup

* Cleanup 4

* MoveItemFromHand

* Stuff

* region sorting

* Hand Putter methods cleanup

* stuff 2

* Merges all of serverhand and clienthand into sharedhand

* Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame)

* GetFinalDropCoordinates cleanup

* SwapHands cleanup

* Moves server hands code to shared hands

* Fixed hand selected and deselected

* Naming fixes

* Server hands system cleanup

* Hands privacy fixes

* Client hand updates when containers are modified

* HeldItemVisualizer

* Fixes hand gui item status panel

* method name fix

* Swap hands prediction

* Dropping prediction

* Fixes pickup entity animation

* Fixes HeldItemsVisualizer

* moves item pickup to shared

* PR cleanup

* fixes hand enabling/disabling

* build fix

* Conflict fixes

* Fixes pickup animation

* Uses component directed message subscriptions

* event unsubscriptions in hand system

* unsubscribe fix

* CanInsertEntityIntoHand checks if hand is enabled

* Moving items from one hand to another checks if the hands can pick up and drop

* Fixes stop pulling not re-enabling hand

* Fixes pickup animation for entities containers on the floor

* Fixes using held items

* Fixes multiple hands guis appearing

* test fix

* removes obsolete system sunsubscribes

* Checks IsFirstTimePredicted before playing drop animation

* fixes hand item deleted crash

* Uses Get to get other system

* Replaces AppearanceComponent with SharedAppearanceComponent

* Replaces EnsureComponent with TryGetComponent

* Improves event class names

* Moves property up to top of class

* Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component

* Eventbus todo comment

* Yaml fix for changed visualizer name

* Makes HandsVisuals a byte

* Removes state from HandsVisualizer

* Fixes hand using interaction method name

* Namespace changes fixes

* Fix for changed hand interaction method

* missing }

* conflict build fix

* Moves cleint HandsSystem to correct folder

* Moved namespace fix for interaction test

* Moves Handsvisualizer ot correct folder

* Moves SharedHandsSystem to correct folder

* Fixes errors from moving namespace of hand systems

* Fixes PDA component changes

* Fixes ActionsComponent diff

* Fixes inventory component diff

* fixes null ref

* Replaces obsolete Loc.GetString usage with fluent translations

* Fluent for hands disarming

* SwapHands and Drop user input specify to the server which hand

* Pickup animation WorldPosiiton todo

* Cleans up hands gui subscription handling

* Fixes change in ActionBlockerSystem access

* Namespace references fixes

* HandsComponent PlayerAttached/Detached messages are handled through eventbus

* Fixes GasCanisterSystem drop method usage

* Fix gameticker equipping method at new location

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-06-21 19:21:20 +10:00

258 lines
7.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.HUD;
using Content.Client.Items.Managers;
using Content.Client.Items.UI;
using Content.Client.Resources;
using Content.Shared;
using Content.Shared.CCVar;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Client.Hands
{
public class HandsGui : Control
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly INetConfigurationManager _configManager = default!;
private Texture StorageTexture => _gameHud.GetHudTexture("back.png");
private Texture BlockedTexture => _resourceCache.GetTexture("/Textures/Interface/Inventory/blocked.png");
private ItemStatusPanel StatusPanel { get; }
private HBoxContainer HandsContainer { get; }
[ViewVariables]
public IReadOnlyList<GuiHand> Hands => _hands;
private List<GuiHand> _hands = new();
private string? ActiveHand { get; set; }
public Action<HandClickEventArgs>? HandClick; //TODO: Move to Eventbus
public Action<HandActivateEventArgs>? HandActivate; //TODO: Move to Eventbus
public HandsGui()
{
IoCManager.InjectDependencies(this);
_configManager.OnValueChanged(CCVars.HudTheme, UpdateHudTheme);
AddChild(new HBoxContainer
{
SeparationOverride = 0,
HorizontalAlignment = HAlignment.Center,
Children =
{
new VBoxContainer
{
Children =
{
(StatusPanel = ItemStatusPanel.FromSide(HandLocation.Middle)),
(HandsContainer = new HBoxContainer() { HorizontalAlignment = HAlignment.Center } ),
}
},
}
});
}
public void SetState(HandsGuiState state)
{
ActiveHand = state.ActiveHand;
_hands = state.GuiHands;
UpdateGui();
}
private void UpdateGui()
{
HandsContainer.DisposeAllChildren();
foreach (var hand in _hands)
{
var newButton = MakeHandButton(hand.HandLocation);
HandsContainer.AddChild(newButton);
hand.HandButton = newButton;
var handName = hand.Name;
newButton.OnPressed += args => OnHandPressed(args, handName);
newButton.OnStoragePressed += args => OnStoragePressed(handName);
newButton.Blocked.Visible = !hand.Enabled;
_itemSlotManager.SetItemSlot(newButton, hand.HeldItem);
}
if (TryGetActiveHand(out var activeHand))
{
activeHand.HandButton.SetActiveHand(true);
StatusPanel.Update(activeHand.HeldItem);
}
}
private void OnHandPressed(GUIBoundKeyEventArgs args, string handName)
{
if (args.Function == EngineKeyFunctions.UIClick)
{
HandClick?.Invoke(new HandClickEventArgs(handName));
}
else if (TryGetHand(handName, out var hand))
{
_itemSlotManager.OnButtonPressed(args, hand.HeldItem);
}
}
private void OnStoragePressed(string handName)
{
HandActivate?.Invoke(new HandActivateEventArgs(handName));
}
private bool TryGetActiveHand([NotNullWhen(true)] out GuiHand? activeHand)
{
TryGetHand(ActiveHand, out activeHand);
return activeHand != null;
}
private bool TryGetHand(string? handName, [NotNullWhen(true)] out GuiHand? foundHand)
{
foundHand = null;
if (handName == null)
return false;
foreach (var hand in _hands)
{
if (hand.Name == handName)
foundHand = hand;
}
return foundHand != null;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
foreach (var hand in _hands)
_itemSlotManager.UpdateCooldown(hand.HandButton, hand.HeldItem);
}
private HandButton MakeHandButton(HandLocation buttonLocation)
{
var buttonTextureName = buttonLocation switch
{
HandLocation.Right => "hand_r.png",
_ => "hand_l.png"
};
var buttonTexture = _gameHud.GetHudTexture(buttonTextureName);
return new HandButton(buttonTexture, StorageTexture, buttonTextureName, BlockedTexture, buttonLocation);
}
private void UpdateHudTheme(int idx)
{
UpdateGui();
}
public class HandClickEventArgs
{
public string HandClicked { get; }
public HandClickEventArgs(string handClicked)
{
HandClicked = handClicked;
}
}
public class HandActivateEventArgs
{
public string HandUsed { get; }
public HandActivateEventArgs(string handUsed)
{
HandUsed = handUsed;
}
}
}
/// <summary>
/// Info on a set of hands to be displayed.
/// </summary>
public class HandsGuiState
{
/// <summary>
/// The set of hands to be displayed.
/// </summary>
[ViewVariables]
public List<GuiHand> GuiHands { get; } = new();
/// <summary>
/// The name of the currently active hand.
/// </summary>
[ViewVariables]
public string? ActiveHand { get; }
public HandsGuiState(List<GuiHand> guiHands, string? activeHand = null)
{
GuiHands = guiHands;
ActiveHand = activeHand;
}
}
/// <summary>
/// Info on an individual hand to be displayed.
/// </summary>
public class GuiHand
{
/// <summary>
/// The name of this hand.
/// </summary>
[ViewVariables]
public string Name { get; }
/// <summary>
/// Where this hand is located.
/// </summary>
[ViewVariables]
public HandLocation HandLocation { get; }
/// <summary>
/// The item being held in this hand.
/// </summary>
[ViewVariables]
public IEntity? HeldItem { get; }
/// <summary>
/// The button in the gui associated with this hand. Assumed to be set by gui shortly after being received from the client HandsComponent.
/// </summary>
[ViewVariables]
public HandButton HandButton { get; set; } = default!;
/// <summary>
/// If this hand can be used by the player.
/// </summary>
[ViewVariables]
public bool Enabled { get; }
public GuiHand(string name, HandLocation handLocation, IEntity? heldItem, bool enabled)
{
Name = name;
HandLocation = handLocation;
HeldItem = heldItem;
Enabled = enabled;
}
}
}