Files
tbd-station-14/Content.Client/ContextMenu/UI/EntityMenuPresenterGrouping.cs
Leon Friedrich 49296e33a0 Refactor Context Menus and make them use XAML & stylesheets (#4768)
* XAML verb menu

* fix ghost FOV

* spacing

* rename missed "ContextMenu"->"EntityMenu" instances

* move visibility checks to verb system

* update comment

* Remove CanSeeContainerCheck

* use ScrollContainer measure option

* MaxWidth / texxt line wrapping

* verb category default

Now when you click on a verb category, it should default to running the first member of that category.

This makes it much more convenient to eject/insert when there is only a single option

* only apply style to first verb category entry

* Use new visibility flags

* FoV -> Fov

* Revert "only apply style to first verb category entry"

This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.

* make all entity menu visibility checks clientside

* Fix empty unbuckle category

* fix merge
2021-10-27 22:21:19 -07:00

122 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.ContextMenu.UI
{
public sealed partial class EntityMenuPresenter : ContextMenuPresenter
{
public const int GroupingTypesCount = 2;
private int GroupingContextMenuType { get; set; }
public void OnGroupingChanged(int obj)
{
Close();
GroupingContextMenuType = obj;
}
private List<List<IEntity>> GroupEntities(IEnumerable<IEntity> entities, int depth = 0)
{
if (GroupingContextMenuType == 0)
{
var newEntities = entities.GroupBy(e => e, new PrototypeContextMenuComparer()).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
else
{
var newEntities = entities.GroupBy(e => e, new PrototypeAndStatesContextMenuComparer(depth)).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
}
private sealed class PrototypeAndStatesContextMenuComparer : IEqualityComparer<IEntity>
{
private static readonly List<Func<IEntity, IEntity, bool>> EqualsList = new()
{
(a, b) => a.Prototype!.ID == b.Prototype!.ID,
(a, b) =>
{
var xStates = a.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
var yStates = b.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
},
};
private static readonly List<Func<IEntity, int>> GetHashCodeList = new()
{
e => EqualityComparer<string>.Default.GetHashCode(e.Prototype!.ID),
e =>
{
var hash = 0;
foreach (var element in e.GetComponent<ISpriteComponent>().AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
{
hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
}
return hash;
},
};
private static int Count => EqualsList.Count - 1;
private readonly int _depth;
public PrototypeAndStatesContextMenuComparer(int step = 0)
{
_depth = step > Count ? Count : step;
}
public bool Equals(IEntity? x, IEntity? y)
{
if (x == null)
{
return y == null;
}
return y != null && EqualsList[_depth](x, y);
}
public int GetHashCode(IEntity e)
{
return GetHashCodeList[_depth](e);
}
}
private sealed class PrototypeContextMenuComparer : IEqualityComparer<IEntity>
{
public bool Equals(IEntity? x, IEntity? y)
{
if (x == null)
{
return y == null;
}
if (y != null)
{
if (x.Prototype?.ID == y.Prototype?.ID)
{
var xStates = x.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
var yStates = y.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
}
}
return false;
}
public int GetHashCode(IEntity e)
{
var hash = EqualityComparer<string>.Default.GetHashCode(e.Prototype?.ID!);
if (e.TryGetComponent<ISpriteComponent>(out var sprite))
{
foreach (var element in sprite.AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
{
hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
}
}
return hash;
}
}
}
}