Files
tbd-station-14/Content.Client/Outline/InteractionOutlineSystem.cs
wrexbe c55a015b77 Small UI refactor pieces (#11026)
* ActionType rename Name to DisplayName

* Gameplay State rename+move
2022-09-04 17:21:14 -07:00

170 lines
5.8 KiB
C#

using Content.Client.ContextMenu.UI;
using Content.Client.Gameplay;
using Content.Client.Interactable.Components;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Content.Shared.Interaction;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Configuration;
namespace Content.Client.Outline;
public sealed class InteractionOutlineSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
/// <summary>
/// Whether to currently draw the outline. The outline may be temporarily disabled by other systems
/// </summary>
private bool _enabled = true;
/// <summary>
/// Whether to draw the outline at all. Overrides <see cref="_enabled"/>.
/// </summary>
private bool _cvarEnabled = true;
private EntityUid? _lastHoveredEntity;
public override void Initialize()
{
base.Initialize();
_configManager.OnValueChanged(CCVars.OutlineEnabled, SetCvarEnabled);
UpdatesAfter.Add(typeof(EyeUpdateSystem));
}
public override void Shutdown()
{
base.Shutdown();
_configManager.UnsubValueChanged(CCVars.OutlineEnabled, SetCvarEnabled);
}
public void SetCvarEnabled(bool cvarEnabled)
{
_cvarEnabled = cvarEnabled;
// clear last hover if required:
if (_cvarEnabled)
return;
if (_lastHoveredEntity == null || Deleted(_lastHoveredEntity))
return;
if (TryComp(_lastHoveredEntity, out InteractionOutlineComponent? outline))
outline.OnMouseLeave();
}
public void SetEnabled(bool enabled)
{
if (enabled == _enabled)
return;
_enabled = enabled;
// clear last hover if required:
if (enabled)
return;
if (_lastHoveredEntity == null || Deleted(_lastHoveredEntity))
return;
if (TryComp(_lastHoveredEntity, out InteractionOutlineComponent? outline))
outline.OnMouseLeave();
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!_enabled || !_cvarEnabled)
return;
// If there is no local player, there is no session, and therefore nothing to do here.
var localPlayer = _playerManager.LocalPlayer;
if (localPlayer == null)
return;
// TODO InteractionOutlineComponent
// BUG: The logic that gets the renderScale here assumes that the entity is only visible in a single
// viewport. The entity will be highlighted in ALL viewport where it is visible, regardless of which
// viewport is being used to hover over it. If these Viewports have very different render scales, this may
// lead to extremely thick outlines in the other viewports. Fixing this probably requires changing how the
// hover outline works, so that it only highlights the entity in a single viewport.
// GameScreen is still in charge of what entities are visible under a specific cursor position.
// Potentially change someday? who knows.
var currentState = _stateManager.CurrentState;
if (currentState is not GameplayState screen) return;
EntityUid? entityToClick = null;
var renderScale = 1;
if (_uiManager.CurrentlyHovered is IViewportControl vp
&& _inputManager.MouseScreenPosition.IsValid)
{
var mousePosWorld = vp.ScreenToMap(_inputManager.MouseScreenPosition.Position);
entityToClick = screen.GetEntityUnderPosition(mousePosWorld);
if (vp is ScalingViewport svp)
{
renderScale = svp.CurrentRenderScale;
}
}
else if (_uiManager.CurrentlyHovered is EntityMenuElement element)
{
entityToClick = element.Entity;
// TODO InteractionOutlineComponent
// Currently we just take the renderscale from the main viewport. In the future, when the bug mentioned
// above is fixed, the viewport should probably be the one that was clicked on to open the entity menu
// in the first place.
renderScale = _eyeManager.MainViewport.GetRenderScale();
}
var inRange = false;
if (localPlayer.ControlledEntity != null && !Deleted(entityToClick))
{
inRange = _interactionSystem.InRangeUnobstructed(localPlayer.ControlledEntity.Value, entityToClick.Value);
}
InteractionOutlineComponent? outline;
if (entityToClick == _lastHoveredEntity)
{
if (entityToClick != null && TryComp(entityToClick, out outline))
{
outline.UpdateInRange(inRange, renderScale);
}
return;
}
if (_lastHoveredEntity != null && !Deleted(_lastHoveredEntity) &&
TryComp(_lastHoveredEntity, out outline))
{
outline.OnMouseLeave();
}
_lastHoveredEntity = entityToClick;
if (_lastHoveredEntity != null && TryComp(_lastHoveredEntity, out outline))
{
outline.OnMouseEnter(inRange, renderScale);
}
}
}