* Apply patch 1777eea9a4..6b32bb2b14
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make red squiggly line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add todo list
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add palette to `TextureButton`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* migrate `ContextMenu` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak NT colors
* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`
* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`
* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak color & update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chat is this real (update chat palette)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `SmallButton` and remove some obsolete things from `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* replace `ButtonColorGreen` with `Positive`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `Placeholder`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Examine popup buttons
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove some more redundant stuff
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Undo style change for chat window
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* paper editing works now
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `OptionButton` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix `ActionButton` not having highlighting
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ButtonBig` and more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move items inheriting from `ISheetletConfig` into their own directory
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Cleanup & move `Label` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Action search box styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Moved, stuff is
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap & move over MORE stuff (just like one thing left!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Change status classes to appropriate existing classes
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove remaining references to `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Fix some hardcoding & broken code, `GetFromControl`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Scrollbars!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chores
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* clean up `StyleClass.cs`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ItemListSheetlet` refactor
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* more chores!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Consistency w/ directory structure
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `MainMenuSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ColorPalette`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* whoopsie
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove most sheet-specific sheetlets
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* MASSIVE resharper skill issue
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually use `ISheetletConfig`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* have specific sheetlet be specific
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `GetResourceOr`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & move / remove `IPalette`s
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually do specific stylesheets correctly & fix tooltips
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & logging
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `FontKind` and `FontKindExtensions` to their own files
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `InterfaceStylesheet` to `SystemStylesheet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* change `ButtonHovered` etc to `PseudoHovered` etc
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* give the palettes fun names
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `StyleSpace` is no more
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* It should compile now! I am now going to bed (fr) if it fails it fails
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make squiggly red line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* add additional type restrictions to sheetlets
* `CommonStylesheet`
* minor cleanup
* Make `GetSheetletRules` not horrible
* wait this was duplicating style rules. oops!
* move some sheetlets to their associated xamls
* oh wait apparently that was important
* review pass 1
* review pass 2 (font & color stuff)
* review pass 3: remove unused stuff / filename fix
* fix warnings & "replace cast with explicit variable type"
* move `Palette` stuff to its own directory
* tweak colors (they're different now that I actually fixed the OKlab thing)
* review pass 4: little things
* make window close button grey before hovering
* refactor `HLine` to make it less terrible and allow it to be styled
* fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding
* band-aid missing references in `StyleNano`
* move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper`
* remove dictionary field from `IStylesheetManager`
* Add check for unloaded sheetlets
* style tweaks to satisfy OCD
* I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow`
* tweak palettes for like the fourth time
* construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete
* rename `BackgroundPanel` classes for consistency
* tweak window / `ListContainer`
* oh right you use `///` not `/**`
* font system is bad, make it temporary
* acknowledge Divider funkyness
* remove use of class `Disabled`
* `ColorPalette` allow overriding colors with brace initialization
* review pass again
* tweak disabled button colors
* `StatusPalette` tweaks
* typo
* Make squiggly red line go away
* Delete `Redux`
* Remove all references to `Redux`
* make red less radioactive
* Store stylesheet name inside stylesheet class
* fix merge errors
* use RT's Oklab support instead
* shuffle around `StylesheetManager` fields
* apply stylesheets based off `StylesheetComponent`
* simplify `ColorPalette` construction
* add todo for `SheetletConfigType`
* `OptionButton` has a background color now
* fix disabled buttons
* sigh (red color palette fixed)
* make `ItemList` use primary palette
* Revert "apply stylesheets based off `StylesheetComponent`"
This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7.
* dead code removal
* buttons are green when pressed (we need togglebuttons)
---------
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
309 lines
12 KiB
C#
309 lines
12 KiB
C#
using System.Numerics;
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using Content.Client.Tabletop.UI;
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using Content.Client.Viewport;
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using Content.Shared.Tabletop;
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using Content.Shared.Tabletop.Components;
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using Content.Shared.Tabletop.Events;
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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.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using static Robust.Shared.Input.Binding.PointerInputCmdHandler;
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namespace Content.Client.Tabletop
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{
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[UsedImplicitly]
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public sealed class TabletopSystem : SharedTabletopSystem
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{
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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// Time in seconds to wait until sending the location of a dragged entity to the server again
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private const float Delay = 1f / 10; // 10 Hz
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private float _timePassed; // Time passed since last update sent to the server.
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private EntityUid? _draggedEntity; // Entity being dragged
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private ScalingViewport? _viewport; // Viewport currently being used
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private BaseWindow? _window; // Current open tabletop window (only allow one at a time)
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private EntityUid? _table; // The table entity of the currently open game session
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true))
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.Bind(EngineKeyFunctions.UseSecondary, new PointerInputCmdHandler(OnUseSecondary, true, true))
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.Register<TabletopSystem>();
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SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentRemove>(HandleDraggableRemoved);
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SubscribeLocalEvent<TabletopDraggableComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void HandleDraggableRemoved(EntityUid uid, TabletopDraggableComponent component, ComponentRemove args)
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{
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if (_draggedEntity == uid)
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StopDragging(false);
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}
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public override void FrameUpdate(float frameTime)
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{
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if (_window == null)
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return;
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// If there is no player entity, return
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if (_playerManager.LocalEntity is not { } playerEntity)
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return;
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if (!CanSeeTable(playerEntity, _table))
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{
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StopDragging();
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_window?.Close();
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return;
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}
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// If no entity is being dragged or no viewport is clicked, return
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if (_draggedEntity == null || _viewport == null) return;
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if (!CanDrag(playerEntity, _draggedEntity.Value, out var draggableComponent))
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{
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StopDragging();
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return;
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}
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// If the dragged entity has another dragging player, drop the item
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// This should happen if the local player is dragging an item, and another player grabs it out of their hand
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if (draggableComponent.DraggingPlayer != null &&
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draggableComponent.DraggingPlayer != _playerManager.LocalSession!.UserId)
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{
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StopDragging(false);
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return;
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}
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// Map mouse position to EntityCoordinates
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var coords = _viewport.PixelToMap(_inputManager.MouseScreenPosition.Position);
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// Clamp coordinates to viewport
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var clampedCoords = ClampPositionToViewport(coords, _viewport);
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if (clampedCoords.Equals(MapCoordinates.Nullspace)) return;
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// Move the entity locally every update
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_transformSystem.SetWorldPosition(_draggedEntity.Value, clampedCoords.Position);
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// Increment total time passed
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_timePassed += frameTime;
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// Only send new position to server when Delay is reached
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if (_timePassed >= Delay && _table != null)
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{
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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), clampedCoords, GetNetEntity(_table.Value)));
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_timePassed -= Delay;
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}
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}
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#region Event handlers
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/// <summary>
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/// Runs when the player presses the "Play Game" verb on a tabletop game.
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/// Opens a viewport where they can then play the game.
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/// </summary>
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private void OnTabletopPlay(TabletopPlayEvent msg)
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{
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// Close the currently opened window, if it exists
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_window?.Close();
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_table = GetEntity(msg.TableUid);
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// Get the camera entity that the server has created for us
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var camera = GetEntity(msg.CameraUid);
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if (!TryComp<EyeComponent>(camera, out var eyeComponent))
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{
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// If there is no eye, print error and do not open any window
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Log.Error("Camera entity does not have eye component!");
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return;
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}
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// Create a window to contain the viewport
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_window = new TabletopWindow(eyeComponent.Eye, (msg.Size.X, msg.Size.Y))
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{
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MinWidth = 500,
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MinHeight = 436,
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Title = msg.Title
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};
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_window.OnClose += OnWindowClose;
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}
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private void OnWindowClose()
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{
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if (_table != null)
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{
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RaiseNetworkEvent(new TabletopStopPlayingEvent(GetNetEntity(_table.Value)));
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}
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StopDragging();
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_window = null;
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}
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private bool OnUse(in PointerInputCmdArgs args)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return false;
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return args.State switch
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{
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BoundKeyState.Down => OnMouseDown(args),
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BoundKeyState.Up => OnMouseUp(args),
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_ => false
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};
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}
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private bool OnUseSecondary(in PointerInputCmdArgs args)
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{
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if (_draggedEntity != null && _table != null)
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{
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var ev = new TabletopRequestTakeOut
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{
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Entity = GetNetEntity(_draggedEntity.Value),
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TableUid = GetNetEntity(_table.Value)
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};
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RaiseNetworkEvent(ev);
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}
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return false;
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}
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private bool OnMouseDown(in PointerInputCmdArgs args)
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{
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// Return if no player entity
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if (_playerManager.LocalEntity is not { } playerEntity)
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return false;
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var entity = args.EntityUid;
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// Return if can not see table or stunned/no hands
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if (!CanSeeTable(playerEntity, _table) || !CanDrag(playerEntity, entity, out _))
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{
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return false;
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}
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// Try to get the viewport under the cursor
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if (_uiManger.MouseGetControl(args.ScreenCoordinates) as ScalingViewport is not { } viewport)
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{
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return false;
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}
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StartDragging(entity, viewport);
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return true;
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}
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private bool OnMouseUp(in PointerInputCmdArgs args)
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{
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StopDragging();
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return false;
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}
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private void OnAppearanceChange(EntityUid uid, TabletopDraggableComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
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{
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_sprite.SetScale((uid, args.Sprite), scale);
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}
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if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
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{
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_sprite.SetDrawDepth((uid, args.Sprite), drawDepth);
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}
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}
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#endregion
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#region Utility
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/// <summary>
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/// Start dragging an entity in a specific viewport.
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/// </summary>
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/// <param name="draggedEntity">The entity that we start dragging.</param>
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/// <param name="viewport">The viewport in which we are dragging.</param>
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private void StartDragging(EntityUid draggedEntity, ScalingViewport viewport)
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{
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(draggedEntity), true));
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_draggedEntity = draggedEntity;
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_viewport = viewport;
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}
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/// <summary>
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/// Stop dragging the entity.
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/// </summary>
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/// <param name="broadcast">Whether to tell other clients that we stopped dragging.</param>
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private void StopDragging(bool broadcast = true)
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{
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// Set the dragging player on the component to noone
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if (broadcast && _draggedEntity != null && HasComp<TabletopDraggableComponent>(_draggedEntity.Value))
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{
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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), Transforms.GetMapCoordinates(_draggedEntity.Value), GetNetEntity(_table!.Value)));
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(_draggedEntity.Value), false));
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}
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_draggedEntity = null;
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_viewport = null;
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}
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/// <summary>
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/// Clamps coordinates within a viewport. ONLY WORKS FOR 90 DEGREE ROTATIONS!
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/// </summary>
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/// <param name="coordinates">The coordinates to be clamped.</param>
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/// <param name="viewport">The viewport to clamp the coordinates to.</param>
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/// <returns>Coordinates clamped to the viewport.</returns>
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private static MapCoordinates ClampPositionToViewport(MapCoordinates coordinates, ScalingViewport viewport)
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{
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if (coordinates == MapCoordinates.Nullspace) return MapCoordinates.Nullspace;
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var eye = viewport.Eye;
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if (eye == null)
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return MapCoordinates.Nullspace;
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var size = (Vector2)viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
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var eyePosition = eye.Position.Position;
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var eyeRotation = eye.Rotation;
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var eyeScale = eye.Scale;
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var min = (eyePosition - size / 2) / eyeScale;
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var max = (eyePosition + size / 2) / eyeScale;
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// If 90/270 degrees rotated, flip X and Y
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if (MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, 90d) || MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, -90d))
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{
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(min.Y, min.X) = (min.X, min.Y);
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(max.Y, max.X) = (max.X, max.Y);
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}
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var clampedPosition = Vector2.Clamp(coordinates.Position, min, max);
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// Use the eye's map ID, we don't want anything moving to a different map!
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return new MapCoordinates(clampedPosition, eye.Position.MapId);
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}
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#endregion
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}
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}
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