* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
444 lines
17 KiB
C#
444 lines
17 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Client.State;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using DrawDepth = Content.Shared.GameObjects.DrawDepth;
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namespace Content.Client.GameObjects.EntitySystems
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{
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/// <summary>
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/// Handles clientside drag and drop logic
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/// </summary>
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[UsedImplicitly]
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public class DragDropSystem : EntitySystem
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{
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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// how often to recheck possible targets (prevents calling expensive
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// check logic each update)
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private const float TargetRecheckInterval = 0.25f;
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// if a drag ends up being cancelled and it has been under this
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// amount of time since the mousedown, we will "replay" the original
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// mousedown event so it can be treated like a regular click
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private const float MaxMouseDownTimeForReplayingClick = 0.85f;
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private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
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private const string ShaderDropTargetOutOfRange = "SelectionOutline";
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// entity performing the drag action
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private IEntity? _dragger;
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private readonly List<IDraggable> _draggables = new();
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private IEntity? _dragShadow;
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// time since mouse down over the dragged entity
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private float _mouseDownTime;
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// how much time since last recheck of all possible targets
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private float _targetRecheckTime;
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// reserved initial mousedown event so we can replay it if no drag ends up being performed
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private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
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// whether we are currently replaying the original mouse down, so we
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// can ignore any events sent to this system
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private bool _isReplaying;
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private DragDropHelper<IEntity> _dragDropHelper = default!;
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private ShaderInstance? _dropTargetInRangeShader;
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private ShaderInstance? _dropTargetOutOfRangeShader;
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private SharedInteractionSystem _interactionSystem = default!;
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private InputSystem _inputSystem = default!;
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private readonly List<ISpriteComponent> _highlightedSprites = new();
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public override void Initialize()
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{
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_dragDropHelper = new DragDropHelper<IEntity>(OnBeginDrag, OnContinueDrag, OnEndDrag);
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_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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_interactionSystem = Get<SharedInteractionSystem>();
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_inputSystem = Get<InputSystem>();
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// needs to fire on mouseup and mousedown so we can detect a drag / drop
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false))
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.Register<DragDropSystem>();
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}
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public override void Shutdown()
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{
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_dragDropHelper.EndDrag();
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CommandBinds.Unregister<DragDropSystem>();
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base.Shutdown();
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}
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private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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// not currently predicted
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if (_inputSystem.Predicted) return false;
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// currently replaying a saved click, don't handle this because
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// we already decided this click doesn't represent an actual drag attempt
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if (_isReplaying) return false;
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if (args.State == BoundKeyState.Down)
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{
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return OnUseMouseDown(args);
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}
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else if (args.State == BoundKeyState.Up)
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{
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return OnUseMouseUp(args);
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}
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return false;
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}
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private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.Session?.AttachedEntity == null)
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{
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return false;
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}
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var dragger = args.Session.AttachedEntity;
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// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
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// the mouse, canceling the drag, but just being cautious)
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_dragDropHelper.EndDrag();
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// possibly initiating a drag
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// check if the clicked entity is draggable
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if (!EntityManager.TryGetEntity(args.EntityUid, out var entity))
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{
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return false;
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}
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// check if the entity is reachable
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if (!_interactionSystem.InRangeUnobstructed(dragger, entity))
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{
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return false;
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}
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var canDrag = false;
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foreach (var draggable in entity.GetAllComponents<IDraggable>())
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{
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var dragEventArgs = new StartDragDropEventArgs(dragger, entity);
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if (!draggable.CanStartDrag(dragEventArgs))
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{
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continue;
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}
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_draggables.Add(draggable);
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canDrag = true;
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}
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if (!canDrag)
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{
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return false;
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}
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// wait to initiate a drag
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_dragDropHelper.MouseDown(entity);
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_dragger = dragger;
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_mouseDownTime = 0;
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// don't want anything else to process the click,
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// but we will save the event so we can "re-play" it if this drag does
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// not turn into an actual drag so the click can be handled normally
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_savedMouseDown = args;
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return true;
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}
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private bool OnBeginDrag()
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{
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if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
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{
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// something happened to the clicked entity or we moved the mouse off the target so
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// we shouldn't replay the original click
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return false;
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}
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if (_dragDropHelper.Dragged.TryGetComponent<SpriteComponent>(out var draggedSprite))
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{
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// pop up drag shadow under mouse
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var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
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_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = _dragShadow.GetComponent<SpriteComponent>();
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dragSprite.CopyFrom(draggedSprite);
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dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
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dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
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// keep it on top of everything
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dragSprite.DrawDepth = (int) DrawDepth.Overlays;
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if (dragSprite.Directional)
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{
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_dragShadow.Transform.WorldRotation = _dragDropHelper.Dragged.Transform.WorldRotation;
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}
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HighlightTargets();
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(false));
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// drag initiated
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return true;
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}
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Logger.Warning("Unable to display drag shadow for {0} because it" +
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" has no sprite component.", _dragDropHelper.Dragged.Name);
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return false;
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}
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private bool OnContinueDrag(float frameTime)
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{
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if (_dragDropHelper.Dragged == null || _dragDropHelper.Dragged.Deleted)
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{
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return false;
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}
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// still in range of the thing we are dragging?
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if (!_interactionSystem.InRangeUnobstructed(_dragger, _dragDropHelper.Dragged))
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{
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return false;
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}
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// keep dragged entity under mouse
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var mousePos = _eyeManager.ScreenToMap(_dragDropHelper.MouseScreenPosition);
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// TODO: would use MapPosition instead if it had a setter, but it has no setter.
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// is that intentional, or should we add a setter for Transform.MapPosition?
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if (_dragShadow == null)
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return false;
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_dragShadow.Transform.WorldPosition = mousePos.Position;
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_targetRecheckTime += frameTime;
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if (_targetRecheckTime > TargetRecheckInterval)
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{
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HighlightTargets();
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_targetRecheckTime = 0;
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}
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return true;
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}
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private void OnEndDrag()
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{
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RemoveHighlights();
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if (_dragShadow != null)
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{
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EntityManager.DeleteEntity(_dragShadow);
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}
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EntityManager.EventBus.RaiseEvent(EventSource.Local, new OutlineToggleMessage(true));
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_dragShadow = null;
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_draggables.Clear();
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_dragger = null;
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_mouseDownTime = 0;
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_savedMouseDown = null;
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}
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private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (_dragDropHelper.IsDragging == false)
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{
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// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
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// replaying the original cmd
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if (_savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
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{
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var savedValue = _savedMouseDown.Value;
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_isReplaying = true;
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// adjust the timing info based on the current tick so it appears as if it happened now
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var replayMsg = savedValue.OriginalMessage;
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var adjustedInputMsg = new FullInputCmdMessage(args.OriginalMessage.Tick, args.OriginalMessage.SubTick,
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replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
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if (savedValue.Session != null)
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{
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_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, adjustedInputMsg, true);
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}
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_isReplaying = false;
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}
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_dragDropHelper.EndDrag();
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return false;
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}
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if (_dragger == null)
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{
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_dragDropHelper.EndDrag();
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return false;
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}
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// now when ending the drag, we will not replay the click because
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// by this time we've determined the input was actually a drag attempt
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var range = (args.Coordinates.ToMapPos(EntityManager) - _dragger.Transform.MapPosition.Position).Length + 0.01f;
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// tell the server we are dropping if we are over a valid drop target in range.
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// We don't use args.EntityUid here because drag interactions generally should
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// work even if there's something "on top" of the drop target
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if (!_interactionSystem.InRangeUnobstructed(_dragger,
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args.Coordinates, range, ignoreInsideBlocker: true))
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{
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_dragDropHelper.EndDrag();
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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var outOfRange = false;
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foreach (var entity in entities)
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{
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if (entity == _dragDropHelper.Dragged) continue;
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// check if it's able to be dropped on by current dragged entity
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var dropArgs = new DragDropEventArgs(_dragger, args.Coordinates, _dragDropHelper.Dragged, entity);
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var valid = true;
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var anyDragDrop = false;
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var dragDropOn = new List<IDragDropOn>();
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foreach (var comp in entity.GetAllComponents<IDragDropOn>())
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{
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anyDragDrop = true;
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if (!comp.CanDragDropOn(dropArgs))
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{
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valid = false;
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dragDropOn.Add(comp);
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}
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}
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if (!valid || !anyDragDrop) continue;
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if (!dropArgs.InRangeUnobstructed(ignoreInsideBlocker: true))
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{
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outOfRange = true;
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continue;
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}
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foreach (var draggable in _draggables)
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{
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if (!draggable.CanDrop(dropArgs)) continue;
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// tell the server about the drop attempt
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RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _dragDropHelper.Dragged.Uid,
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entity.Uid));
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draggable.Drop(dropArgs);
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// Don't fail if it isn't handled as server may do something with it
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foreach (var comp in dragDropOn)
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{
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if (!comp.DragDropOn(dropArgs)) continue;
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}
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_dragDropHelper.EndDrag();
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return true;
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}
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}
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if (outOfRange)
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{
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_playerManager.LocalPlayer?.ControlledEntity?.PopupMessage(Loc.GetString("You can't reach there!"));
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}
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_dragDropHelper.EndDrag();
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return false;
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}
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private void HighlightTargets()
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{
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if (_dragDropHelper.Dragged == null ||
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_dragDropHelper.Dragged.Deleted ||
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_dragShadow == null ||
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_dragShadow.Deleted)
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{
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Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
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"dragging anything or dragged entity / shadow was deleted.");
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return;
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}
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// highlights the possible targets which are visible
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// and able to be dropped on by the current dragged entity
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// remove current highlights
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RemoveHighlights();
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// find possible targets on screen even if not reachable
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// TODO: Duplicated in SpriteSystem
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - 1.5f, mousePos + 1.5f);
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var pvsEntities = EntityManager.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, true);
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foreach (var pvsEntity in pvsEntities)
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{
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if (!pvsEntity.TryGetComponent(out ISpriteComponent? inRangeSprite) ||
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!inRangeSprite.Visible ||
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pvsEntity == _dragDropHelper.Dragged) continue;
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var valid = (bool?) null;
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// check if it's able to be dropped on by current dragged entity
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var dropArgs = new DragDropEventArgs(_dragger!, pvsEntity.Transform.Coordinates, _dragDropHelper.Dragged, pvsEntity);
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foreach (var comp in pvsEntity.GetAllComponents<IDragDropOn>())
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{
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valid = comp.CanDragDropOn(dropArgs);
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if (valid.Value)
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break;
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}
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// Can't do anything so no highlight
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if (!valid.HasValue)
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continue;
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// We'll do a final check given server-side does this before any dragdrop can take place.
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if (valid.Value)
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{
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valid = dropArgs.InRangeUnobstructed(ignoreInsideBlocker: true);
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}
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// highlight depending on whether its in or out of range
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inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
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inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
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_highlightedSprites.Add(inRangeSprite);
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}
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}
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private void RemoveHighlights()
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{
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foreach (var highlightedSprite in _highlightedSprites)
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{
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highlightedSprite.PostShader = null;
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highlightedSprite.RenderOrder = 0;
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}
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_highlightedSprites.Clear();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_dragDropHelper.Update(frameTime);
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}
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}
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}
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