Files
tbd-station-14/Content.Shared/Verbs/Verb.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

170 lines
6.8 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
namespace Content.Shared.Verbs
{
[Flags]
public enum VerbType
{
Interaction = 1,
Activation = 2,
Alternative = 4,
Other = 8,
All = 1+2+4+8
}
/// <summary>
/// Verb objects describe actions that a user can take. The actions can be specified via an Action, local
/// events, or networked events. Verbs also provide text, icons, and categories for displaying in the
/// context-menu.
/// </summary>
[Serializable, NetSerializable]
public sealed class Verb : IComparable
{
/// <summary>
/// This is an action that will be run when the verb is "acted" out.
/// </summary>
/// <remarks>
/// This delegate probably just points to some function in the system assembling this verb. This delegate
/// will be run regardless of whether <see cref="ExecutionEventArgs"/> is defined.
/// </remarks>
[NonSerialized]
public Action? Act;
/// <summary>
/// This is a general local event that will be raised when the verb is executed.
/// </summary>
/// <remarks>
/// If not null, this event will be raised regardless of whether <see cref="Act"/> was run. If this event
/// exists purely to call a specific system method, then <see cref="Act"/> should probably be used instead (method
/// events are a no-go).
/// </remarks>
[NonSerialized]
public object? ExecutionEventArgs;
/// <summary>
/// Where do direct the local event. If invalid, the event is not raised directed at any entity.
/// </summary>
[NonSerialized]
public EntityUid EventTarget = EntityUid.Invalid;
/// <summary>
/// If a verb is only defined client-side, this should be set to true.
/// </summary>
/// <remarks>
/// If true, the client will not also ask the server to run this verb when executed locally. This just
/// prevents unnecessary network events and "404-verb-not-found" log entries.
/// </remarks>
[NonSerialized]
public bool ClientExclusive;
/// <summary>
/// The text that the user sees on the verb button.
/// </summary>
public string Text = string.Empty;
/// <summary>
/// Sprite of the icon that the user sees on the verb button.
/// </summary>
public SpriteSpecifier? Icon
{
get => _icon ??=
IconTexture == null ? null : new SpriteSpecifier.Texture(new ResourcePath(IconTexture));
set => _icon = value;
}
[NonSerialized]
private SpriteSpecifier? _icon;
/// <summary>
/// Name of the category this button is under. Used to group verbs in the context menu.
/// </summary>
public VerbCategory? Category;
/// <summary>
/// Whether this verb is disabled.
/// </summary>
/// <remarks>
/// Disabled verbs are shown in the context menu with a slightly darker background color, and cannot be
/// executed. It is recommended that a <see cref="Message"/> message be provided outlining why this verb is
/// disabled.
/// </remarks>
public bool Disabled;
/// <summary>
/// Optional informative message.
/// </summary>
/// <remarks>
/// This will be shown as a tooltip when hovering over this verb in the context menu. Additionally, iF a
/// <see cref="Disabled"/> verb is executed, this message will also be shown as a pop-up message. Useful for
/// disabled verbs to inform users about why they cannot perform a given action.
/// </remarks>
public string? Message;
/// <summary>
/// Determines the priority of the verb. This affects both how the verb is displayed in the context menu
/// GUI, and which verb is actually executed when left/alt clicking.
/// </summary>
/// <remarks>
/// Bigger is higher priority (appears first, gets executed preferentially).
/// </remarks>
public int Priority;
/// <summary>
/// Raw texture path used to load the <see cref="Icon"/> for displaying on the client.
/// </summary>
public string? IconTexture;
/// <summary>
/// Whether or not to close the context menu after using it to run this verb.
/// </summary>
/// <remarks>
/// Setting this to false may be useful for repeatable actions, like rotating an object or maybe knocking on
/// a window.
/// </remarks>
public bool CloseMenu = true;
/// <summary>
/// Compares two verbs based on their <see cref="Priority"/>, <see cref="Category"/>, <see cref="Text"/>,
/// and <see cref="IconTexture"/>.
/// </summary>
/// <remarks>
/// <para>
/// This is comparison is used when storing verbs in a SortedSet. The ordering of verbs determines both how
/// the verbs are displayed in the context menu, and the order in which alternative action verbs are
/// executed when alt-clicking.
/// </para>
/// <para>
/// If two verbs are equal according to this comparison, they cannot both be added to the same sorted set of
/// verbs. This is desirable, given that these verbs would also appear identical in the context menu.
/// Distinct verbs should always have a unique and descriptive combination of text, icon, and category.
/// </para>
/// </remarks>
public int CompareTo(object? obj)
{
if (obj is not Verb otherVerb)
return -1;
// Sort first by priority
if (Priority != otherVerb.Priority)
return otherVerb.Priority - Priority;
// Then try use alphabetical verb categories. Uncategorized verbs always appear first.
if (Category?.Text != otherVerb.Category?.Text)
{
return string.Compare(Category?.Text, otherVerb.Category?.Text, StringComparison.CurrentCulture);
}
// Then try use alphabetical verb text.
if (Text != otherVerb.Text)
{
return string.Compare(Text, otherVerb.Text, StringComparison.CurrentCulture);
}
// Finally, compare icon texture paths. Note that this matters for verbs that don't have any text (e.g., the rotate-verbs)
return string.Compare(IconTexture, otherVerb.IconTexture, StringComparison.CurrentCulture);
}
}
}