* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
390 lines
14 KiB
C#
390 lines
14 KiB
C#
using System;
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using System.Linq;
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using System.Threading;
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using Content.Client.Examine;
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using Content.Client.Interactable;
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using Content.Client.Items.Managers;
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using Content.Client.Verbs;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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using Content.Shared.Input;
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using Content.Shared.Interaction.Helpers;
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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.State;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Client.ContextMenu.UI
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{
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public class ContextMenuPresenter : IDisposable
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{
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[Dependency] private readonly IEntitySystemManager _systemManager = default!;
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[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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public static readonly TimeSpan HoverDelay = TimeSpan.FromSeconds(0.2);
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private CancellationTokenSource? _cancelHover;
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private readonly IContextMenuView _contextMenuView;
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private readonly VerbSystem _verbSystem;
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private MapCoordinates _mapCoordinates;
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public ContextMenuPresenter(VerbSystem verbSystem)
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{
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IoCManager.InjectDependencies(this);
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_verbSystem = verbSystem;
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_contextMenuView = new ContextMenuView();
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_contextMenuView.OnKeyBindDownSingle += OnKeyBindDownSingle;
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_contextMenuView.OnMouseEnteredSingle += OnMouseEnteredSingle;
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_contextMenuView.OnMouseExitedSingle += OnMouseExitedSingle;
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_contextMenuView.OnMouseHoveringSingle += OnMouseHoveringSingle;
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_contextMenuView.OnKeyBindDownStack += OnKeyBindDownStack;
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_contextMenuView.OnMouseEnteredStack += OnMouseEnteredStack;
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_contextMenuView.OnExitedTree += OnExitedTree;
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_contextMenuView.OnCloseRootMenu += OnCloseRootMenu;
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_contextMenuView.OnCloseChildMenu += OnCloseChildMenu;
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_cfg.OnValueChanged(CCVars.ContextMenuGroupingType, _contextMenuView.OnGroupingContextMenuChanged, true);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenContextMenu, new PointerInputCmdHandler(HandleOpenContextMenu))
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.Register<ContextMenuPresenter>();
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}
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#region View Events
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private void OnCloseChildMenu(object? sender, int depth)
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{
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_contextMenuView.CloseContextPopups(depth);
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}
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private void OnCloseRootMenu(object? sender, EventArgs e)
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{
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_contextMenuView.CloseContextPopups();
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}
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private void OnExitedTree(object? sender, ContextMenuElement e)
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{
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_contextMenuView.UpdateParents(e);
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}
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private void OnMouseEnteredStack(object? sender, StackContextElement e)
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{
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var realGlobalPosition = e.GlobalPosition;
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_cancelHover?.Cancel();
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_cancelHover = new();
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Timer.Spawn(HoverDelay, () =>
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{
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if (_contextMenuView.Menus.Count == 0)
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{
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return;
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}
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OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
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var filteredEntities = e.ContextEntities.Where(entity => !entity.Deleted);
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if (filteredEntities.Any())
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{
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_contextMenuView.AddChildMenu(filteredEntities, realGlobalPosition, e);
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}
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}, _cancelHover.Token);
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}
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private void OnKeyBindDownStack(object? sender, (GUIBoundKeyEventArgs, StackContextElement) e)
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{
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var (args, stack) = e;
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var firstEntity = stack.ContextEntities.FirstOrDefault(ent => !ent.Deleted);
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if (firstEntity == null) return;
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if (args.Function == EngineKeyFunctions.Use || args.Function == ContentKeyFunctions.AltActivateItemInWorld || args.Function == ContentKeyFunctions.TryPullObject || args.Function == ContentKeyFunctions.MovePulledObject)
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{
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var inputSys = _systemManager.GetEntitySystem<InputSystem>();
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var func = args.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
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var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId,
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BoundKeyState.Down, firstEntity.Transform.Coordinates, args.PointerLocation, firstEntity.Uid);
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var session = _playerManager.LocalPlayer?.Session;
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if (session != null)
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{
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inputSys.HandleInputCommand(session, func, message);
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}
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CloseAllMenus();
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args.Handle();
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return;
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}
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if (_itemSlotManager.OnButtonPressed(args, firstEntity))
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{
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CloseAllMenus();
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}
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}
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private void OnMouseHoveringSingle(object? sender, SingleContextElement e)
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{
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if (!e.DrawOutline) return;
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var localPlayer = _playerManager.LocalPlayer;
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if (localPlayer?.ControlledEntity != null)
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{
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var inRange =
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localPlayer.InRangeUnobstructed(e.ContextEntity, ignoreInsideBlocker: true);
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// BUG: This assumes that the main viewport is the viewport that the context menu is active on.
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// This is not necessarily true but we currently have no way to find the viewport (reliably)
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// from the input event.
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//
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// This might be particularly important in the future with a more advanced mapping mode.
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var renderScale = _eyeManager.MainViewport.GetRenderScale();
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e.OutlineComponent?.UpdateInRange(inRange, renderScale);
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}
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}
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private void OnMouseEnteredSingle(object? sender, SingleContextElement e)
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{
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// close other pop-ups after a short delay
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_cancelHover?.Cancel();
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_cancelHover = new();
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Timer.Spawn(HoverDelay, () =>
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{
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if (_contextMenuView.Menus.Count == 0)
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{
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return;
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}
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OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
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}, _cancelHover.Token);
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var entity = e.ContextEntity;
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OnCloseChildMenu(sender, e.ParentMenu?.Depth ?? 0);
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if (entity.Deleted) return;
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var localPlayer = _playerManager.LocalPlayer;
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if (localPlayer?.ControlledEntity == null) return;
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var renderScale = _eyeManager.MainViewport.GetRenderScale();
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e.OutlineComponent?.OnMouseEnter(localPlayer.InRangeUnobstructed(entity, ignoreInsideBlocker: true), renderScale);
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if (e.SpriteComp != null)
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{
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e.SpriteComp.DrawDepth = (int) DrawDepth.HighlightedItems;
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}
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e.DrawOutline = true;
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}
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private void OnMouseExitedSingle(object? sender, SingleContextElement e)
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{
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if (!e.ContextEntity.Deleted)
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{
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if (e.SpriteComp != null)
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{
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e.SpriteComp.DrawDepth = e.OriginalDrawDepth;
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}
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e.OutlineComponent?.OnMouseLeave();
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}
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e.DrawOutline = false;
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}
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private void OnKeyBindDownSingle(object? sender, (GUIBoundKeyEventArgs, SingleContextElement) valueTuple)
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{
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var (args, single) = valueTuple;
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var entity = single.ContextEntity;
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if (args.Function == ContentKeyFunctions.OpenContextMenu)
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{
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_verbSystem.OnContextButtonPressed(entity);
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args.Handle();
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return;
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}
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_systemManager.GetEntitySystem<ExamineSystem>().DoExamine(entity);
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args.Handle();
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return;
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}
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if (args.Function == EngineKeyFunctions.Use || args.Function == ContentKeyFunctions.AltActivateItemInWorld || args.Function == ContentKeyFunctions.Point ||
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args.Function == ContentKeyFunctions.TryPullObject || args.Function == ContentKeyFunctions.MovePulledObject)
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{
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var inputSys = _systemManager.GetEntitySystem<InputSystem>();
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var func = args.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
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var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId,
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BoundKeyState.Down, entity.Transform.Coordinates, args.PointerLocation, entity.Uid);
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var session = _playerManager.LocalPlayer?.Session;
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if (session != null)
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{
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inputSys.HandleInputCommand(session, func, message);
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}
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CloseAllMenus();
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args.Handle();
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return;
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}
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if (_itemSlotManager.OnButtonPressed(args, single.ContextEntity))
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{
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CloseAllMenus();
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}
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}
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#endregion
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#region Model Updates
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private bool HandleOpenContextMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.State != BoundKeyState.Down)
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{
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return false;
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}
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if (_stateManager.CurrentState is not GameScreenBase)
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{
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return false;
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}
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null)
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{
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return false;
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}
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_mapCoordinates = args.Coordinates.ToMap(_entityManager);
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if (!_verbSystem.TryGetContextEntities(player, _mapCoordinates, out var entities, ignoreVisibility: _verbSystem.CanSeeAllContext))
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return false;
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// do we need to do visiblity checks?
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if (_verbSystem.CanSeeAllContext)
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{
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_contextMenuView.AddRootMenu(entities);
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return true;
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}
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//visibility checks
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player.TryGetContainer(out var playerContainer);
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foreach (var entity in entities.ToList())
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{
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if (!entity.TryGetComponent(out ISpriteComponent? spriteComponent) ||
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!spriteComponent.Visible ||
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!CanSeeContainerCheck(entity, playerContainer))
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{
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entities.Remove(entity);
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}
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}
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if (entities.Count == 0)
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return false;
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_contextMenuView.AddRootMenu(entities);
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return true;
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}
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/// <summary>
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/// Can the player see the entity through any entity containers?
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/// </summary>
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/// <remarks>
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/// This is similar to <see cref="ContainerHelpers.IsInSameOrParentContainer()"/>, except that we do not
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/// allow the player to be the "parent" container and we allow for see-through containers (display cases).
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/// </remarks>
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private bool CanSeeContainerCheck(IEntity entity, IContainer? playerContainer)
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{
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// is the player inside this entity?
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if (playerContainer?.Owner == entity)
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return true;
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entity.TryGetContainer(out var entityContainer);
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// are they in the same container (or none?)
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if (playerContainer == entityContainer)
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return true;
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// Is the entity in a display case?
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if (playerContainer == null && entityContainer!.ShowContents)
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return true;
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return false;
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}
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/// <summary>
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/// Check that entities in the context menu are still visible. If not, remove them from the context menu.
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/// </summary>
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public void Update()
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{
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if (_contextMenuView.Elements.Count == 0)
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return;
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null)
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return;
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foreach (var entity in _contextMenuView.Elements.Keys.ToList())
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{
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if (entity.Deleted || !_verbSystem.CanSeeAllContext && !player.InRangeUnOccluded(entity))
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{
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_contextMenuView.RemoveEntity(entity);
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if (_verbSystem.CurrentTarget == entity.Uid)
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_verbSystem.CloseVerbMenu();
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}
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}
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}
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#endregion
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public void CloseAllMenus()
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{
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_contextMenuView.CloseContextPopups();
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_verbSystem.CloseVerbMenu();
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}
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public void Dispose()
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{
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_contextMenuView.OnKeyBindDownSingle -= OnKeyBindDownSingle;
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_contextMenuView.OnMouseEnteredSingle -= OnMouseEnteredSingle;
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_contextMenuView.OnMouseExitedSingle -= OnMouseExitedSingle;
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_contextMenuView.OnMouseHoveringSingle -= OnMouseHoveringSingle;
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_contextMenuView.OnKeyBindDownStack -= OnKeyBindDownStack;
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_contextMenuView.OnMouseEnteredStack -= OnMouseEnteredStack;
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_contextMenuView.OnExitedTree -= OnExitedTree;
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_contextMenuView.OnCloseRootMenu -= OnCloseRootMenu;
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_contextMenuView.OnCloseChildMenu -= OnCloseChildMenu;
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CommandBinds.Unregister<ContextMenuPresenter>();
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}
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}
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}
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