Files
tbd-station-14/Content.Client/ContextMenu/UI/EntityMenuUIController.cs
2023-03-13 14:51:36 -04:00

370 lines
14 KiB
C#

using System.Linq;
using Content.Client.CombatMode;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Verbs;
using Content.Client.Verbs.UI;
using Content.Shared.CCVar;
using Content.Shared.Examine;
using Content.Shared.Input;
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.Controllers;
using Robust.Shared.Configuration;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.ContextMenu.UI
{
/// <summary>
/// This class handles the displaying of the entity context menu.
/// </summary>
/// <remarks>
/// This also provides functions to get
/// a list of entities near the mouse position, add them to the context menu grouped by prototypes, and remove
/// them from the menu as they move out of sight.
/// </remarks>
public sealed partial class EntityMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
{
[Dependency] private readonly IEntitySystemManager _systemManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly ContextMenuUIController _context = default!;
[Dependency] private readonly VerbMenuUIController _verb = default!;
[UISystemDependency] private readonly VerbSystem _verbSystem = default!;
[UISystemDependency] private readonly ExamineSystem _examineSystem = default!;
[UISystemDependency] private readonly TransformSystem _xform = default!;
[UISystemDependency] private readonly CombatModeSystem _combatMode = default!;
private bool _updating;
/// <summary>
/// This maps the currently displayed entities to the actual GUI elements.
/// </summary>
/// <remarks>
/// This is used remove GUI elements when the entities are deleted. or leave the LOS.
/// </remarks>
public Dictionary<EntityUid, EntityMenuElement> Elements = new();
public void OnStateEntered(GameplayState state)
{
_updating = true;
_cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true);
_context.OnContextKeyEvent += OnKeyBindDown;
CommandBinds.Builder
.Bind(EngineKeyFunctions.UseSecondary, new PointerInputCmdHandler(HandleOpenEntityMenu, outsidePrediction: true))
.Register<EntityMenuUIController>();
}
public void OnStateExited(GameplayState state)
{
_updating = false;
Elements.Clear();
_cfg.UnsubValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged);
_context.OnContextKeyEvent -= OnKeyBindDown;
CommandBinds.Unregister<EntityMenuUIController>();
}
/// <summary>
/// Given a list of entities, sort them into groups and them to a new entity menu.
/// </summary>
public void OpenRootMenu(List<EntityUid> entities)
{
// close any old menus first.
if (_context.RootMenu.Visible)
_context.Close();
var entitySpriteStates = GroupEntities(entities);
var orderedStates = entitySpriteStates.ToList();
orderedStates.Sort((x, y) => string.CompareOrdinal(_entityManager.GetComponent<MetaDataComponent>(x.First()).EntityPrototype?.Name, _entityManager.GetComponent<MetaDataComponent>(y.First()).EntityPrototype?.Name));
Elements.Clear();
AddToUI(orderedStates);
var box = UIBox2.FromDimensions(_userInterfaceManager.MousePositionScaled.Position, (1, 1));
_context.RootMenu.Open(box);
}
public void OnKeyBindDown(ContextMenuElement element, GUIBoundKeyEventArgs args)
{
if (element is not EntityMenuElement entityElement)
return;
// get an entity associated with this element
var entity = entityElement.Entity;
entity ??= GetFirstEntityOrNull(element.SubMenu);
// Deleted() automatically checks for null & existence.
if (_entityManager.Deleted(entity))
return;
// do examination?
if (args.Function == ContentKeyFunctions.ExamineEntity)
{
_systemManager.GetEntitySystem<ExamineSystem>().DoExamine(entity.Value);
args.Handle();
return;
}
// do some other server-side interaction?
if (args.Function == EngineKeyFunctions.Use ||
args.Function == ContentKeyFunctions.ActivateItemInWorld ||
args.Function == ContentKeyFunctions.AltActivateItemInWorld ||
args.Function == ContentKeyFunctions.Point ||
args.Function == ContentKeyFunctions.TryPullObject ||
args.Function == ContentKeyFunctions.MovePulledObject)
{
var inputSys = _systemManager.GetEntitySystem<InputSystem>();
var func = args.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId,
BoundKeyState.Down, _entityManager.GetComponent<TransformComponent>(entity.Value).Coordinates, args.PointerLocation, entity.Value);
var session = _playerManager.LocalPlayer?.Session;
if (session != null)
{
inputSys.HandleInputCommand(session, func, message);
}
_context.Close();
args.Handle();
}
}
private bool HandleOpenEntityMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.State != BoundKeyState.Down)
return false;
if (_stateManager.CurrentState is not GameplayStateBase)
return false;
if (_combatMode.IsInCombatMode(args.Session?.AttachedEntity))
return false;
var coords = args.Coordinates.ToMap(_entityManager);
if (_verbSystem.TryGetEntityMenuEntities(coords, out var entities))
OpenRootMenu(entities);
return true;
}
/// <summary>
/// Check that entities in the context menu are still visible. If not, remove them from the context menu.
/// </summary>
public override void FrameUpdate(FrameEventArgs args)
{
if (!_updating || _context.RootMenu == null)
return;
if (!_context.RootMenu.Visible)
return;
if (_playerManager.LocalPlayer?.ControlledEntity is not { } player ||
!player.IsValid())
return;
// Do we need to do in-range unOccluded checks?
var ignoreFov = !_eyeManager.CurrentEye.DrawFov ||
(_verbSystem.Visibility & MenuVisibility.NoFov) == MenuVisibility.NoFov;
_entityManager.TryGetComponent(player, out ExaminerComponent? examiner);
var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
foreach (var entity in Elements.Keys.ToList())
{
if (!xformQuery.TryGetComponent(entity, out var xform))
{
// entity was deleted
RemoveEntity(entity);
continue;
}
if (ignoreFov)
continue;
var pos = new MapCoordinates(_xform.GetWorldPosition(xform, xformQuery), xform.MapID);
if (!_examineSystem.CanExamine(player, pos, e => e == player || e == entity, entity, examiner))
RemoveEntity(entity);
}
}
/// <summary>
/// Add menu elements for a list of grouped entities;
/// </summary>
/// <param name="entityGroups"> A list of entity groups. Entities are grouped together based on prototype.</param>
private void AddToUI(List<List<EntityUid>> entityGroups)
{
// If there is only a single group. We will just directly list individual entities
if (entityGroups.Count == 1)
{
AddGroupToMenu(entityGroups[0], _context.RootMenu);
return;
}
foreach (var group in entityGroups)
{
if (group.Count > 1)
{
AddGroupToUI(group);
}
else
{
// this group only has a single entity, add a simple menu element
AddEntityToMenu(group[0], _context.RootMenu);
}
}
}
/// <summary>
/// Given a group of entities, add a menu element that has a pop-up sub-menu listing group members
/// </summary>
private void AddGroupToUI(List<EntityUid> group)
{
EntityMenuElement element = new();
ContextMenuPopup subMenu = new(_context, element);
AddGroupToMenu(group, subMenu);
UpdateElement(element);
_context.AddElement(_context.RootMenu, element);
}
/// <summary>
/// Add the group of entities to the menu
/// </summary>
private void AddGroupToMenu(List<EntityUid> group, ContextMenuPopup menu)
{
foreach (var entity in group)
{
AddEntityToMenu(entity, menu);
}
}
/// <summary>
/// Add the entity to the menu
/// </summary>
private void AddEntityToMenu(EntityUid entity, ContextMenuPopup menu)
{
var element = new EntityMenuElement(entity);
element.SubMenu = new ContextMenuPopup(_context, element);
element.SubMenu.OnPopupOpen += () => _verb.OpenVerbMenu(entity, popup: element.SubMenu);
element.SubMenu.OnPopupHide += element.SubMenu.MenuBody.DisposeAllChildren;
_context.AddElement(menu, element);
Elements.TryAdd(entity, element);
}
/// <summary>
/// Remove an entity from the entity context menu.
/// </summary>
private void RemoveEntity(EntityUid entity)
{
// find the element associated with this entity
if (!Elements.TryGetValue(entity, out var element))
{
Logger.Error($"Attempted to remove unknown entity from the entity menu: {_entityManager.GetComponent<MetaDataComponent>(entity).EntityName} ({entity})");
return;
}
// remove the element
var parent = element.ParentMenu?.ParentElement;
element.Dispose();
Elements.Remove(entity);
// update any parent elements
if (parent is EntityMenuElement e)
UpdateElement(e);
// If this was the last entity, close the entity menu
if (_context.RootMenu.MenuBody.ChildCount == 0)
_context.Close();
}
/// <summary>
/// Update the information displayed by a menu element.
/// </summary>
/// <remarks>
/// This is called when initializing elements or after an element was removed from a sub-menu.
/// </remarks>
private void UpdateElement(EntityMenuElement element)
{
if (element.SubMenu == null)
return;
// Get the first entity in the sub-menus
var entity = GetFirstEntityOrNull(element.SubMenu);
if (entity == null)
{
// This whole element has no associated entities. We should remove it
element.Dispose();
return;
}
element.UpdateEntity(entity);
element.UpdateCount();
if (element.Count == 1)
{
// There was only one entity in the sub-menu. So we will just remove the sub-menu and point directly to
// that entity.
element.Entity = entity;
element.SubMenu.Dispose();
element.SubMenu = null;
Elements[entity.Value] = element;
}
// update the parent element, so that it's count and entity icon gets updated.
var parent = element.ParentMenu?.ParentElement;
if (parent is EntityMenuElement e)
UpdateElement(e);
}
/// <summary>
/// Recursively look through a sub-menu and return the first entity.
/// </summary>
private EntityUid? GetFirstEntityOrNull(ContextMenuPopup? menu)
{
if (menu == null)
return null;
foreach (var element in menu.MenuBody.Children)
{
if (element is not EntityMenuElement entityElement)
continue;
if (entityElement.Entity != null)
{
if (!_entityManager.Deleted(entityElement.Entity))
return entityElement.Entity;
continue;
}
// if the element has no entity, its a group of entities with another attached sub-menu.
var entity = GetFirstEntityOrNull(entityElement.SubMenu);
if (entity != null)
return entity;
}
return null;
}
}
}