Hud refactor (#7202)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
This commit is contained in:
@@ -1,33 +1,17 @@
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using Content.Client.Actions.Assignments;
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using Content.Client.Actions.UI;
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using Content.Client.Construction;
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using Content.Client.DragDrop;
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using Content.Client.Hands;
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using Content.Client.Items.Managers;
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using Content.Client.Outline;
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using Content.Client.Popups;
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using System.IO;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.Utility;
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using Robust.Shared.Audio;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Utility;
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using System.IO;
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using System.Linq;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.Actions
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@@ -35,268 +19,84 @@ namespace Content.Client.Actions
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[UsedImplicitly]
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public sealed class ActionsSystem : SharedActionsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
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[Dependency] private readonly ISerializationManager _serializationManager = default!;
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[Dependency] private readonly IResourceManager _resourceManager = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly InteractionOutlineSystem _interactionOutline = default!;
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[Dependency] private readonly TargetOutlineSystem _targetOutline = default!;
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[Dependency] private readonly IResourceManager _resources = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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// TODO Redo assignments, including allowing permanent user configurable slot assignments.
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/// <summary>
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/// Current assignments for all hotbars / slots for this entity.
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/// </summary>
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public ActionAssignments Assignments = new(Hotbars, Slots);
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public event Action<ActionType>? OnActionAdded;
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public event Action<ActionType>? OnActionRemoved;
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public event Action<ActionsComponent>? OnLinkActions;
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public event Action? OnUnlinkActions;
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public event Action? ClearAssignments;
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public event Action<List<SlotAssignment>>? AssignSlot;
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public const byte Hotbars = 9;
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public const byte Slots = 10;
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public bool UIDirty;
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public ActionsUI? Ui;
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private EntityUid? _highlightedEntity;
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public ActionsComponent? PlayerActions { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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// set up hotkeys for hotbar
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenActionsMenu,
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InputCmdHandler.FromDelegate(_ => ToggleActionsMenu()))
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.Bind(ContentKeyFunctions.Hotbar1,
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HandleHotbarKeybind(0))
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.Bind(ContentKeyFunctions.Hotbar2,
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HandleHotbarKeybind(1))
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.Bind(ContentKeyFunctions.Hotbar3,
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HandleHotbarKeybind(2))
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.Bind(ContentKeyFunctions.Hotbar4,
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HandleHotbarKeybind(3))
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.Bind(ContentKeyFunctions.Hotbar5,
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HandleHotbarKeybind(4))
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.Bind(ContentKeyFunctions.Hotbar6,
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HandleHotbarKeybind(5))
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.Bind(ContentKeyFunctions.Hotbar7,
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HandleHotbarKeybind(6))
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.Bind(ContentKeyFunctions.Hotbar8,
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HandleHotbarKeybind(7))
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.Bind(ContentKeyFunctions.Hotbar9,
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HandleHotbarKeybind(8))
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.Bind(ContentKeyFunctions.Hotbar0,
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HandleHotbarKeybind(9))
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.Bind(ContentKeyFunctions.Loadout1,
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HandleChangeHotbarKeybind(0))
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.Bind(ContentKeyFunctions.Loadout2,
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HandleChangeHotbarKeybind(1))
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.Bind(ContentKeyFunctions.Loadout3,
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HandleChangeHotbarKeybind(2))
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.Bind(ContentKeyFunctions.Loadout4,
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HandleChangeHotbarKeybind(3))
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.Bind(ContentKeyFunctions.Loadout5,
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HandleChangeHotbarKeybind(4))
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.Bind(ContentKeyFunctions.Loadout6,
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HandleChangeHotbarKeybind(5))
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.Bind(ContentKeyFunctions.Loadout7,
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HandleChangeHotbarKeybind(6))
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.Bind(ContentKeyFunctions.Loadout8,
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HandleChangeHotbarKeybind(7))
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.Bind(ContentKeyFunctions.Loadout9,
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HandleChangeHotbarKeybind(8))
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// when selecting a target, we intercept clicks in the game world, treating them as our target selection. We want to
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// take priority before any other systems handle the click.
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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(TargetingOnUse, outsidePrediction: true),
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typeof(ConstructionSystem), typeof(DragDropSystem))
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.BindBefore(EngineKeyFunctions.UIRightClick, new PointerInputCmdHandler(TargetingCancel, outsidePrediction: true))
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.Register<ActionsSystem>();
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SubscribeLocalEvent<ActionsComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ActionsComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<ActionsComponent, ComponentHandleState>(HandleState);
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SubscribeLocalEvent<ActionsComponent, ComponentHandleState>(HandleComponentState);
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}
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public override void Dirty(ActionType action)
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private void HandleComponentState(EntityUid uid, ActionsComponent component, ref ComponentHandleState args)
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{
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// Should only ever receive component states for attached player's component.
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// --> lets not bother unnecessarily dirtying and prediction-resetting actions for other players.
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if (action.AttachedEntity != _playerManager.LocalPlayer?.ControlledEntity)
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if (args.Current is not ActionsComponentState currentState)
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return;
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base.Dirty(action);
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UIDirty = true;
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}
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List<ActionType> added = new();
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List<ActionType> removed = new();
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private void HandleState(EntityUid uid, ActionsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ActionsComponentState state)
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return;
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var serverActions = new SortedSet<ActionType>(state.Actions);
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foreach (var act in component.Actions.ToList())
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foreach (var actionType in component.Actions)
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{
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if (act.ClientExclusive)
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continue;
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if (!serverActions.TryGetValue(act, out var serverAct))
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if (!currentState.Actions.Contains(actionType))
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{
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component.Actions.Remove(act);
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if (act.AutoRemove && !(Ui?.Locked ?? false))
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Assignments.Remove(act);
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continue;
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removed.Add(actionType);
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}
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act.CopyFrom(serverAct);
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serverActions.Remove(serverAct);
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}
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// Anything that remains is a new action
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foreach (var newAct in serverActions)
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foreach (var serverAction in currentState.Actions)
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{
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// We create a new action, not just sorting a reference to the state's action.
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component.Actions.Add((ActionType) newAct.Clone());
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}
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UIDirty = true;
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}
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/// <summary>
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/// Highlights the item slot (inventory or hand) that contains this item
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/// </summary>
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/// <param name="item"></param>
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public void HighlightItemSlot(EntityUid item)
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{
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StopHighlightingItemSlot();
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_highlightedEntity = item;
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_itemSlotManager.HighlightEntity(item);
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}
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/// <summary>
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/// Stops highlighting any item slots we are currently highlighting.
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/// </summary>H
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public void StopHighlightingItemSlot()
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{
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if (_highlightedEntity == null)
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return;
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_itemSlotManager.UnHighlightEntity(_highlightedEntity.Value);
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_highlightedEntity = null;
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}
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protected override void AddActionInternal(ActionsComponent comp, ActionType action)
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{
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// Sometimes the client receives actions from the server, before predicting that newly added components will add
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// their own shared actions. Just in case those systems ever decided to directly access action properties (e.g.,
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// action.Toggled), we will remove duplicates:
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if (comp.Actions.TryGetValue(action, out var existing))
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{
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comp.Actions.Remove(existing);
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Assignments.Replace(existing, action);
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}
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comp.Actions.Add(action);
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}
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public override void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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base.AddAction(uid, action, provider, comp, dirty);
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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UIDirty = true;
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}
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public override void RemoveActions(EntityUid uid, IEnumerable<ActionType> actions, ActionsComponent? comp = null, bool dirty = true)
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{
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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if (!Resolve(uid, ref comp, false))
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return;
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base.RemoveActions(uid, actions, comp, dirty);
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foreach (var act in actions)
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{
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if (act.AutoRemove && !(Ui?.Locked ?? false))
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Assignments.Remove(act);
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}
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UIDirty = true;
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}
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public override void FrameUpdate(float frameTime)
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{
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// avoid updating GUI when doing predictions & resetting state.
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if (UIDirty)
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{
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UIDirty = false;
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UpdateUI();
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}
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}
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/// <summary>
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/// Updates the displayed hotbar (and menu) based on current state of actions.
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/// </summary>
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public void UpdateUI()
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{
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if (Ui == null)
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return;
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foreach (var action in Ui.Component.Actions)
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{
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if (action.AutoPopulate && !Assignments.Assignments.ContainsKey(action))
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Assignments.AutoPopulate(action, Ui.SelectedHotbar, false);
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}
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// get rid of actions that are no longer available to the user
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foreach (var (action, index) in Assignments.Assignments.ToList())
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{
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if (index.Count == 0)
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if (!component.Actions.TryGetValue(serverAction, out var clientAction))
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{
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Assignments.Assignments.Remove(action);
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continue;
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added.Add((ActionType) serverAction.Clone());
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}
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else
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{
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clientAction.CopyFrom(serverAction);
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}
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if (action.AutoRemove && !Ui.Locked && !Ui.Component.Actions.Contains(action))
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Assignments.ClearSlot(index[0].Hotbar, index[0].Slot, false);
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}
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Assignments.PreventAutoPopulate.RemoveWhere(action => !Ui.Component.Actions.Contains(action));
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foreach (var actionType in added)
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{
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component.Actions.Add(actionType);
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OnActionAdded?.Invoke(actionType);
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}
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Ui.UpdateUI();
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}
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public void HandleHotbarKeybind(byte slot, in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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Ui?.HandleHotbarKeybind(slot, args);
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}
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public void HandleChangeHotbarKeybind(byte hotbar, in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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Ui?.HandleChangeHotbarKeybind(hotbar, args);
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}
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private void OnPlayerDetached(EntityUid uid, ActionsComponent component, PlayerDetachedEvent args)
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{
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if (Ui == null) return;
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_uiManager.StateRoot.RemoveChild(Ui);
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Ui = null;
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foreach (var actionType in removed)
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{
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component.Actions.Remove(actionType);
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OnActionRemoved?.Invoke(actionType);
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}
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}
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private void OnPlayerAttached(EntityUid uid, ActionsComponent component, PlayerAttachedEvent args)
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{
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Assignments = new(Hotbars, Slots);
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Ui = new ActionsUI(this, component);
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_uiManager.StateRoot.AddChild(Ui);
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UIDirty = true;
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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OnLinkActions?.Invoke(component);
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PlayerActions = component;
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}
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private void OnPlayerDetached(EntityUid uid, ActionsComponent component, PlayerDetachedEvent? args = null)
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{
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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OnUnlinkActions?.Invoke();
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PlayerActions = null;
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}
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public override void Shutdown()
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@@ -305,70 +105,25 @@ namespace Content.Client.Actions
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CommandBinds.Unregister<ActionsSystem>();
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}
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private PointerInputCmdHandler HandleHotbarKeybind(byte slot)
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public void TriggerAction(ActionType? action)
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{
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// delegate to the ActionsUI, simulating a click on it
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return new((in PointerInputCmdHandler.PointerInputCmdArgs args) =>
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{
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEntity == null ||
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!EntityManager.TryGetComponent<ActionsComponent?>(playerEntity.Value, out var actionsComponent)) return false;
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HandleHotbarKeybind(slot, args);
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return true;
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}, false);
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}
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private PointerInputCmdHandler HandleChangeHotbarKeybind(byte hotbar)
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{
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// delegate to the ActionsUI, simulating a click on it
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return new((in PointerInputCmdHandler.PointerInputCmdArgs args) =>
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{
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (!EntityManager.TryGetComponent<ActionsComponent?>(playerEntity, out var actionsComponent)) return false;
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HandleChangeHotbarKeybind(hotbar, args);
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return true;
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},
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false);
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}
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private void ToggleActionsMenu()
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{
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Ui?.ToggleActionsMenu();
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}
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/// <summary>
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/// A action slot was pressed. This either performs the action or toggles the targeting mode.
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/// </summary>
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internal void OnSlotPressed(ActionSlot slot)
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{
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if (Ui == null)
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if (PlayerActions == null || action == null || _playerManager.LocalPlayer?.ControlledEntity is not { Valid: true } user)
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return;
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if (slot.Action == null || _playerManager.LocalPlayer?.ControlledEntity is not EntityUid user)
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if (action.Provider != null && Deleted(action.Provider))
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return;
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if (slot.Action.Provider != null && Deleted(slot.Action.Provider))
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return;
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if (slot.Action is not InstantAction instantAction)
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if (action is not InstantAction instantAction)
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{
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// for target actions, we go into "select target" mode, we don't
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// message the server until we actually pick our target.
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// if we're clicking the same thing we're already targeting for, then we simply cancel
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// targeting
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Ui.ToggleTargeting(slot);
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return;
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}
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if (slot.Action.ClientExclusive)
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if (action.ClientExclusive)
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{
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if (instantAction.Event != null)
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instantAction.Event.Performer = user;
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PerformAction(Ui.Component, instantAction, instantAction.Event, GameTiming.CurTime);
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PerformAction(PlayerActions, instantAction, instantAction.Event, GameTiming.CurTime);
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}
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else
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{
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@@ -377,226 +132,6 @@ namespace Content.Client.Actions
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}
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}
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private bool TargetingCancel(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (!GameTiming.IsFirstTimePredicted)
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return false;
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// only do something for actual target-based actions
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if (Ui?.SelectingTargetFor?.Action == null)
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return false;
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Ui.StopTargeting();
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return true;
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}
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/// <summary>
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/// If the user clicked somewhere, and they are currently targeting an action, try and perform it.
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/// </summary>
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private bool TargetingOnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (!GameTiming.IsFirstTimePredicted)
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return false;
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// only do something for actual target-based actions
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if (Ui?.SelectingTargetFor?.Action is not TargetedAction action)
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return false;
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if (_playerManager.LocalPlayer?.ControlledEntity is not EntityUid user)
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return false;
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if (!TryComp(user, out ActionsComponent? comp))
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return false;
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// Is the action currently valid?
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if (!action.Enabled
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|| action.Charges != null && action.Charges == 0
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|| action.Cooldown.HasValue && action.Cooldown.Value.End > GameTiming.CurTime)
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{
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// The user is targeting with this action, but it is not valid. Maybe mark this click as
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// handled and prevent further interactions.
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return !action.InteractOnMiss;
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}
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switch (action)
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{
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case WorldTargetAction mapTarget:
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return TryTargetWorld(args, mapTarget, user, comp) || !action.InteractOnMiss;
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case EntityTargetAction entTarget:
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return TargetEntity(args, entTarget, user, comp) || !action.InteractOnMiss;
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default:
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Logger.Error($"Unknown targeting action: {action.GetType()}");
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return false;
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||||
}
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}
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private bool TryTargetWorld(in PointerInputCmdHandler.PointerInputCmdArgs args, WorldTargetAction action, EntityUid user, ActionsComponent actionComp)
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{
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var coords = args.Coordinates.ToMap(EntityManager);
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||||
|
||||
if (!ValidateWorldTarget(user, coords, action))
|
||||
{
|
||||
// Invalid target.
|
||||
if (action.DeselectOnMiss)
|
||||
Ui?.StopTargeting();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (action.ClientExclusive)
|
||||
{
|
||||
if (action.Event != null)
|
||||
{
|
||||
action.Event.Target = coords;
|
||||
action.Event.Performer = user;
|
||||
}
|
||||
|
||||
PerformAction(actionComp, action, action.Event, GameTiming.CurTime);
|
||||
}
|
||||
else
|
||||
EntityManager.RaisePredictiveEvent(new RequestPerformActionEvent(action, coords));
|
||||
|
||||
if (!action.Repeat)
|
||||
Ui?.StopTargeting();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TargetEntity(in PointerInputCmdHandler.PointerInputCmdArgs args, EntityTargetAction action, EntityUid user, ActionsComponent actionComp)
|
||||
{
|
||||
if (!ValidateEntityTarget(user, args.EntityUid, action))
|
||||
{
|
||||
if (action.DeselectOnMiss)
|
||||
Ui?.StopTargeting();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (action.ClientExclusive)
|
||||
{
|
||||
if (action.Event != null)
|
||||
{
|
||||
action.Event.Target = args.EntityUid;
|
||||
action.Event.Performer = user;
|
||||
}
|
||||
|
||||
PerformAction(actionComp, action, action.Event, GameTiming.CurTime);
|
||||
}
|
||||
else
|
||||
EntityManager.RaisePredictiveEvent(new RequestPerformActionEvent(action, args.EntityUid));
|
||||
|
||||
if (!action.Repeat)
|
||||
Ui?.StopTargeting();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Execute convenience functionality for actions (pop-ups, sound, speech)
|
||||
/// </summary>
|
||||
protected override bool PerformBasicActions(EntityUid user, ActionType action)
|
||||
{
|
||||
var performedAction = action.Sound != null
|
||||
|| !string.IsNullOrWhiteSpace(action.UserPopup)
|
||||
|| !string.IsNullOrWhiteSpace(action.Popup);
|
||||
|
||||
if (!GameTiming.IsFirstTimePredicted)
|
||||
return performedAction;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(action.UserPopup))
|
||||
{
|
||||
var msg = (!action.Toggled || string.IsNullOrWhiteSpace(action.PopupToggleSuffix))
|
||||
? Loc.GetString(action.UserPopup)
|
||||
: Loc.GetString(action.UserPopup + action.PopupToggleSuffix);
|
||||
|
||||
_popupSystem.PopupEntity(msg, user);
|
||||
}
|
||||
else if (!string.IsNullOrWhiteSpace(action.Popup))
|
||||
{
|
||||
var msg = (!action.Toggled || string.IsNullOrWhiteSpace(action.PopupToggleSuffix))
|
||||
? Loc.GetString(action.Popup)
|
||||
: Loc.GetString(action.Popup + action.PopupToggleSuffix);
|
||||
|
||||
_popupSystem.PopupEntity(msg, user);
|
||||
}
|
||||
|
||||
if (action.Sound != null)
|
||||
SoundSystem.Play(action.Sound.GetSound(), Filter.Local(), user, action.AudioParams);
|
||||
|
||||
return performedAction;
|
||||
}
|
||||
|
||||
internal void StopTargeting()
|
||||
{
|
||||
_targetOutline.Disable();
|
||||
_interactionOutline.SetEnabled(true);
|
||||
|
||||
if (!_overlayMan.TryGetOverlay<ShowHandItemOverlay>(out var handOverlay) || handOverlay == null)
|
||||
return;
|
||||
|
||||
handOverlay.IconOverride = null;
|
||||
handOverlay.EntityOverride = null;
|
||||
}
|
||||
|
||||
internal void StartTargeting(TargetedAction action)
|
||||
{
|
||||
// override "held-item" overlay
|
||||
if (action.TargetingIndicator
|
||||
&& _overlayMan.TryGetOverlay<ShowHandItemOverlay>(out var handOverlay)
|
||||
&& handOverlay != null)
|
||||
{
|
||||
if (action.ItemIconStyle == ItemActionIconStyle.BigItem && action.Provider != null)
|
||||
{
|
||||
handOverlay.EntityOverride = action.Provider;
|
||||
}
|
||||
else if (action.Toggled && action.IconOn != null)
|
||||
handOverlay.IconOverride = action.IconOn.Frame0();
|
||||
else if (action.Icon != null)
|
||||
handOverlay.IconOverride = action.Icon.Frame0();
|
||||
}
|
||||
|
||||
// TODO: allow world-targets to check valid positions. E.g., maybe:
|
||||
// - Draw a red/green ghost entity
|
||||
// - Add a yes/no checkmark where the HandItemOverlay usually is
|
||||
|
||||
// Highlight valid entity targets
|
||||
if (action is not EntityTargetAction entityAction)
|
||||
return;
|
||||
|
||||
Func<EntityUid, bool>? predicate = null;
|
||||
|
||||
if (!entityAction.CanTargetSelf)
|
||||
predicate = e => e != entityAction.AttachedEntity;
|
||||
|
||||
var range = entityAction.CheckCanAccess ? action.Range : -1;
|
||||
|
||||
_interactionOutline.SetEnabled(false);
|
||||
_targetOutline.Enable(range, entityAction.CheckCanAccess, predicate, entityAction.Whitelist, null);
|
||||
}
|
||||
|
||||
internal void TryFillSlot(byte hotbar, byte index)
|
||||
{
|
||||
if (Ui == null)
|
||||
return;
|
||||
|
||||
var fillEvent = new FillActionSlotEvent();
|
||||
RaiseLocalEvent(Ui.Component.Owner, fillEvent, broadcast: true);
|
||||
|
||||
if (fillEvent.Action == null)
|
||||
return;
|
||||
|
||||
fillEvent.Action.ClientExclusive = true;
|
||||
fillEvent.Action.Temporary = true;
|
||||
fillEvent.Action.AutoPopulate = false;
|
||||
|
||||
Ui.Component.Actions.Add(fillEvent.Action);
|
||||
Assignments.AssignSlot(hotbar, index, fillEvent.Action);
|
||||
|
||||
Ui.UpdateUI();
|
||||
}
|
||||
|
||||
/*public void SaveActionAssignments(string path)
|
||||
{
|
||||
|
||||
@@ -624,13 +159,13 @@ namespace Content.Client.Actions
|
||||
/// </summary>
|
||||
public void LoadActionAssignments(string path, bool userData)
|
||||
{
|
||||
if (Ui == null)
|
||||
if (PlayerActions == null)
|
||||
return;
|
||||
|
||||
var file = new ResourcePath(path).ToRootedPath();
|
||||
TextReader reader = userData
|
||||
? _resourceManager.UserData.OpenText(file)
|
||||
: _resourceManager.ContentFileReadText(file);
|
||||
? _resources.UserData.OpenText(file)
|
||||
: _resources.ContentFileReadText(file);
|
||||
|
||||
var yamlStream = new YamlStream();
|
||||
yamlStream.Load(reader);
|
||||
@@ -638,13 +173,9 @@ namespace Content.Client.Actions
|
||||
if (yamlStream.Documents[0].RootNode.ToDataNode() is not SequenceDataNode sequence)
|
||||
return;
|
||||
|
||||
foreach (var (action, assigns) in Assignments.Assignments)
|
||||
{
|
||||
foreach (var index in assigns)
|
||||
{
|
||||
Assignments.ClearSlot(index.Hotbar, index.Slot, true);
|
||||
}
|
||||
}
|
||||
ClearAssignments?.Invoke();
|
||||
|
||||
var assignments = new List<SlotAssignment>();
|
||||
|
||||
foreach (var entry in sequence.Sequence)
|
||||
{
|
||||
@@ -654,28 +185,33 @@ namespace Content.Client.Actions
|
||||
if (!map.TryGet("action", out var actionNode))
|
||||
continue;
|
||||
|
||||
var action = _serializationManager.Read<ActionType>(actionNode);
|
||||
var action = _serialization.Read<ActionType>(actionNode);
|
||||
|
||||
if (Ui.Component.Actions.TryGetValue(action, out var existingAction))
|
||||
if (PlayerActions.Actions.TryGetValue(action, out var existingAction))
|
||||
{
|
||||
existingAction.CopyFrom(action);
|
||||
action = existingAction;
|
||||
}
|
||||
else
|
||||
Ui.Component.Actions.Add(action);
|
||||
{
|
||||
PlayerActions.Actions.Add(action);
|
||||
}
|
||||
|
||||
if (!map.TryGet("assignments", out var assignmentNode))
|
||||
continue;
|
||||
|
||||
var assignments = _serializationManager.Read<List<(byte Hotbar, byte Slot)>>(assignmentNode);
|
||||
var nodeAssignments = _serialization.Read<List<(byte Hotbar, byte Slot)>>(assignmentNode);
|
||||
|
||||
foreach (var index in assignments)
|
||||
foreach (var index in nodeAssignments)
|
||||
{
|
||||
Assignments.AssignSlot(index.Hotbar, index.Slot, action);
|
||||
var assignment = new SlotAssignment(index.Hotbar, index.Slot, action);
|
||||
assignments.Add(assignment);
|
||||
}
|
||||
}
|
||||
|
||||
UIDirty = true;
|
||||
AssignSlot?.Invoke(assignments);
|
||||
}
|
||||
|
||||
public record struct SlotAssignment(byte Hotbar, byte Slot, ActionType Action);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,167 +0,0 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Client.Actions.Assignments
|
||||
{
|
||||
/// <summary>
|
||||
/// Tracks and manages the hotbar assignments for actions.
|
||||
/// </summary>
|
||||
[DataDefinition]
|
||||
public sealed class ActionAssignments
|
||||
{
|
||||
// the slots and assignments fields hold client's assignments (what action goes in what slot),
|
||||
// which are completely client side and independent of what actions they've actually been granted and
|
||||
// what item the action is actually for.
|
||||
|
||||
/// <summary>
|
||||
/// x = hotbar number, y = slot of that hotbar (index 0 corresponds to the one labeled "1",
|
||||
/// index 9 corresponds to the one labeled "0"). Essentially the inverse of _assignments.
|
||||
/// </summary>
|
||||
private readonly ActionType?[,] _slots;
|
||||
|
||||
/// <summary>
|
||||
/// Hotbar and slot assignment for each action type (slot index 0 corresponds to the one labeled "1",
|
||||
/// slot index 9 corresponds to the one labeled "0"). The key corresponds to an index in the _slots array.
|
||||
/// The value is a list because actions can be assigned to multiple slots. Even if an action type has not been granted,
|
||||
/// it can still be assigned to a slot. Essentially the inverse of _slots.
|
||||
/// There will be no entry if there is no assignment (no empty lists in this dict)
|
||||
/// </summary>
|
||||
[DataField("assignments")]
|
||||
public readonly Dictionary<ActionType, List<(byte Hotbar, byte Slot)>> Assignments = new();
|
||||
|
||||
/// <summary>
|
||||
/// Actions which have been manually cleared by the user, thus should not
|
||||
/// auto-populate.
|
||||
/// </summary>
|
||||
public readonly SortedSet<ActionType> PreventAutoPopulate = new();
|
||||
|
||||
private readonly byte _numHotbars;
|
||||
private readonly byte _numSlots;
|
||||
|
||||
public ActionAssignments(byte numHotbars, byte numSlots)
|
||||
{
|
||||
_numHotbars = numHotbars;
|
||||
_numSlots = numSlots;
|
||||
_slots = new ActionType?[numHotbars, numSlots];
|
||||
}
|
||||
|
||||
public bool Remove(ActionType action) => Replace(action, null);
|
||||
|
||||
internal bool Replace(ActionType action, ActionType? newAction)
|
||||
{
|
||||
if (!Assignments.Remove(action, out var assigns))
|
||||
return false;
|
||||
|
||||
if (newAction != null)
|
||||
Assignments[newAction] = assigns;
|
||||
|
||||
foreach (var (bar, slot) in assigns)
|
||||
{
|
||||
_slots[bar, slot] = newAction;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Assigns the indicated hotbar slot to the specified action type.
|
||||
/// </summary>
|
||||
/// <param name="hotbar">hotbar whose slot is being assigned</param>
|
||||
/// <param name="slot">slot of the hotbar to assign to (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
|
||||
/// <param name="actionType">action to assign to the slot</param>
|
||||
public void AssignSlot(byte hotbar, byte slot, ActionType actionType)
|
||||
{
|
||||
ClearSlot(hotbar, slot, false);
|
||||
_slots[hotbar, slot] = actionType;
|
||||
if (Assignments.TryGetValue(actionType, out var slotList))
|
||||
{
|
||||
slotList.Add((hotbar, slot));
|
||||
}
|
||||
else
|
||||
{
|
||||
var newList = new List<(byte Hotbar, byte Slot)> { (hotbar, slot) };
|
||||
Assignments[actionType] = newList;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear the assignment from the indicated slot.
|
||||
/// </summary>
|
||||
/// <param name="hotbar">hotbar whose slot is being cleared</param>
|
||||
/// <param name="slot">slot of the hotbar to clear (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
|
||||
/// <param name="preventAutoPopulate">if true, the action assigned to this slot
|
||||
/// will be prevented from being auto-populated in the future when it is newly granted.
|
||||
/// Item actions will automatically be allowed to auto populate again
|
||||
/// when their associated item are unequipped. This ensures that items that are newly
|
||||
/// picked up will always present their actions to the user even if they had earlier been cleared.
|
||||
/// </param>
|
||||
public void ClearSlot(byte hotbar, byte slot, bool preventAutoPopulate)
|
||||
{
|
||||
// remove this particular assignment from our data structures
|
||||
// (keeping in mind something can be assigned multiple slots)
|
||||
var currentAction = _slots[hotbar, slot];
|
||||
|
||||
if (currentAction == null)
|
||||
return;
|
||||
|
||||
if (preventAutoPopulate)
|
||||
PreventAutoPopulate.Add(currentAction);
|
||||
|
||||
var assignmentList = Assignments[currentAction];
|
||||
assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
|
||||
if (!assignmentList.Any())
|
||||
{
|
||||
Assignments.Remove(currentAction);
|
||||
}
|
||||
else
|
||||
{
|
||||
Assignments[currentAction] = assignmentList;
|
||||
}
|
||||
|
||||
_slots[hotbar, slot] = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the next open slot the action can go in and assigns it there,
|
||||
/// starting from the currently selected hotbar.
|
||||
/// Does not update any UI elements, only updates the assignment data structures.
|
||||
/// </summary>
|
||||
/// <param name="force">if true, will force the assignment to occur
|
||||
/// regardless of whether this assignment has been prevented from auto population
|
||||
/// via ClearSlot's preventAutoPopulate parameter. If false, will have no effect
|
||||
/// if this assignment has been prevented from auto population.</param>
|
||||
public void AutoPopulate(ActionType toAssign, byte currentHotbar, bool force = true)
|
||||
{
|
||||
if (!force && PreventAutoPopulate.Contains(toAssign))
|
||||
return;
|
||||
|
||||
for (byte hotbarOffset = 0; hotbarOffset < _numHotbars; hotbarOffset++)
|
||||
{
|
||||
for (byte slot = 0; slot < _numSlots; slot++)
|
||||
{
|
||||
var hotbar = (byte) ((currentHotbar + hotbarOffset) % _numHotbars);
|
||||
var slotAssignment = _slots[hotbar, slot];
|
||||
|
||||
if (slotAssignment != null)
|
||||
continue;
|
||||
|
||||
AssignSlot(hotbar, slot, toAssign);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// there was no empty slot
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the assignment to the indicated slot if there is one.
|
||||
/// </summary>
|
||||
public ActionType? this[in byte hotbar, in byte slot] => _slots[hotbar, slot];
|
||||
|
||||
/// <returns>true if we have the assignment assigned to some slot</returns>
|
||||
public bool HasAssignment(ActionType assignment)
|
||||
{
|
||||
return Assignments.ContainsKey(assignment);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,426 +0,0 @@
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
using Content.Client.DragDrop;
|
||||
using Content.Client.HUD;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.UserInterface.CustomControls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Timing;
|
||||
using static Robust.Client.UserInterface.Controls.BaseButton;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
|
||||
namespace Content.Client.Actions.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Action selection menu, allows filtering and searching over all possible
|
||||
/// actions and populating those actions into the hotbar.
|
||||
/// </summary>
|
||||
public sealed class ActionMenu : DefaultWindow
|
||||
{
|
||||
// Pre-defined global filters that can be used to select actions based on their properties (as opposed to their
|
||||
// own yaml-defined filters).
|
||||
// TODO LOC STRINGs
|
||||
private const string AllFilter = "all";
|
||||
private const string ItemFilter = "item";
|
||||
private const string InnateFilter = "innate";
|
||||
private const string EnabledFilter = "enabled";
|
||||
private const string InstantFilter = "instant";
|
||||
private const string TargetedFilter = "targeted";
|
||||
|
||||
private readonly string[] _filters =
|
||||
{
|
||||
AllFilter,
|
||||
ItemFilter,
|
||||
InnateFilter,
|
||||
EnabledFilter,
|
||||
InstantFilter,
|
||||
TargetedFilter
|
||||
};
|
||||
|
||||
private const int MinSearchLength = 3;
|
||||
private static readonly Regex NonAlphanumeric = new Regex(@"\W", RegexOptions.Compiled);
|
||||
private static readonly Regex Whitespace = new Regex(@"\s+", RegexOptions.Compiled);
|
||||
|
||||
/// <summary>
|
||||
/// Is an action currently being dragged from this window?
|
||||
/// </summary>
|
||||
public bool IsDragging => _dragDropHelper.IsDragging;
|
||||
|
||||
private readonly ActionsUI _actionsUI;
|
||||
private readonly LineEdit _searchBar;
|
||||
private readonly MultiselectOptionButton<string> _filterButton;
|
||||
private readonly Label _filterLabel;
|
||||
private readonly Button _clearButton;
|
||||
private readonly GridContainer _resultsGrid;
|
||||
private readonly TextureRect _dragShadow;
|
||||
private readonly IGameHud _gameHud;
|
||||
private readonly DragDropHelper<ActionMenuItem> _dragDropHelper;
|
||||
private readonly IEntityManager _entMan;
|
||||
|
||||
public ActionMenu(ActionsUI actionsUI)
|
||||
{
|
||||
_actionsUI = actionsUI;
|
||||
_gameHud = IoCManager.Resolve<IGameHud>();
|
||||
_entMan = IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
Title = Loc.GetString("ui-actionmenu-title");
|
||||
MinSize = (320, 300);
|
||||
|
||||
Contents.AddChild(new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Vertical,
|
||||
Children =
|
||||
{
|
||||
new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
Children =
|
||||
{
|
||||
(_searchBar = new LineEdit
|
||||
{
|
||||
StyleClasses = { StyleNano.StyleClassActionSearchBox },
|
||||
HorizontalExpand = true,
|
||||
PlaceHolder = Loc.GetString("ui-actionmenu-search-bar-placeholder-text")
|
||||
}),
|
||||
(_filterButton = new MultiselectOptionButton<string>()
|
||||
{
|
||||
Label = Loc.GetString("ui-actionmenu-filter-button")
|
||||
})
|
||||
}
|
||||
},
|
||||
(_clearButton = new Button
|
||||
{
|
||||
Text = Loc.GetString("ui-actionmenu-clear-button"),
|
||||
}),
|
||||
(_filterLabel = new Label()),
|
||||
new ScrollContainer
|
||||
{
|
||||
//TODO: needed? MinSize = new Vector2(200.0f, 0.0f),
|
||||
VerticalExpand = true,
|
||||
HorizontalExpand = true,
|
||||
Children =
|
||||
{
|
||||
(_resultsGrid = new GridContainer
|
||||
{
|
||||
MaxGridWidth = 300
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
foreach (var tag in _filters)
|
||||
{
|
||||
_filterButton.AddItem( CultureInfo.CurrentCulture.TextInfo.ToTitleCase(tag), tag);
|
||||
}
|
||||
|
||||
// default to showing all actions.
|
||||
_filterButton.SelectKey(AllFilter);
|
||||
|
||||
UpdateFilterLabel();
|
||||
|
||||
_dragShadow = new TextureRect
|
||||
{
|
||||
MinSize = (64, 64),
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false,
|
||||
SetSize = (64, 64)
|
||||
};
|
||||
UserInterfaceManager.PopupRoot.AddChild(_dragShadow);
|
||||
|
||||
_dragDropHelper = new DragDropHelper<ActionMenuItem>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag);
|
||||
}
|
||||
|
||||
protected override void EnteredTree()
|
||||
{
|
||||
base.EnteredTree();
|
||||
_clearButton.OnPressed += OnClearButtonPressed;
|
||||
_searchBar.OnTextChanged += OnSearchTextChanged;
|
||||
_filterButton.OnItemSelected += OnFilterItemSelected;
|
||||
_gameHud.ActionsButtonDown = true;
|
||||
}
|
||||
|
||||
protected override void ExitedTree()
|
||||
{
|
||||
base.ExitedTree();
|
||||
_dragDropHelper.EndDrag();
|
||||
_clearButton.OnPressed -= OnClearButtonPressed;
|
||||
_searchBar.OnTextChanged -= OnSearchTextChanged;
|
||||
_filterButton.OnItemSelected -= OnFilterItemSelected;
|
||||
_gameHud.ActionsButtonDown = false;
|
||||
foreach (var actionMenuControl in _resultsGrid.Children)
|
||||
{
|
||||
var actionMenuItem = (ActionMenuItem) actionMenuControl;
|
||||
actionMenuItem.OnButtonDown -= OnItemButtonDown;
|
||||
actionMenuItem.OnButtonUp -= OnItemButtonUp;
|
||||
actionMenuItem.OnPressed -= OnItemPressed;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnFilterItemSelected(MultiselectOptionButton<string>.ItemPressedEventArgs args)
|
||||
{
|
||||
UpdateFilterLabel();
|
||||
SearchAndDisplay();
|
||||
}
|
||||
|
||||
protected override void Resized()
|
||||
{
|
||||
base.Resized();
|
||||
// TODO: Can rework this once https://github.com/space-wizards/RobustToolbox/issues/1392 is done,
|
||||
// currently no good way to let the grid know what size it has to "work with", so must manually resize
|
||||
_resultsGrid.MaxGridWidth = Width;
|
||||
}
|
||||
|
||||
private bool OnBeginActionDrag()
|
||||
{
|
||||
_dragShadow.Texture = _dragDropHelper.Dragged?.Action?.Icon?.Frame0();
|
||||
// don't make visible until frameupdate, otherwise it'll flicker
|
||||
LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool OnContinueActionDrag(float frameTime)
|
||||
{
|
||||
// keep dragged entity centered under mouse
|
||||
LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
|
||||
// we don't set this visible until frameupdate, otherwise it flickers
|
||||
_dragShadow.Visible = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnEndActionDrag()
|
||||
{
|
||||
_dragShadow.Visible = false;
|
||||
}
|
||||
|
||||
private void OnItemButtonDown(ButtonEventArgs args)
|
||||
{
|
||||
if (args.Event.Function != EngineKeyFunctions.UIClick ||
|
||||
args.Button is not ActionMenuItem action)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_dragDropHelper.MouseDown(action);
|
||||
}
|
||||
|
||||
private void OnItemButtonUp(ButtonEventArgs args)
|
||||
{
|
||||
// note the buttonup only fires on the control that was originally
|
||||
// pressed to initiate the drag, NOT the one we are currently hovering
|
||||
if (args.Event.Function != EngineKeyFunctions.UIClick) return;
|
||||
|
||||
if (UserInterfaceManager.CurrentlyHovered is ActionSlot targetSlot)
|
||||
{
|
||||
if (!_dragDropHelper.IsDragging || _dragDropHelper.Dragged?.Action == null)
|
||||
{
|
||||
_dragDropHelper.EndDrag();
|
||||
return;
|
||||
}
|
||||
|
||||
_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, targetSlot.SlotIndex, _dragDropHelper.Dragged.Action);
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
|
||||
_dragDropHelper.EndDrag();
|
||||
}
|
||||
|
||||
private void OnItemFocusExited(ActionMenuItem item)
|
||||
{
|
||||
// lost focus, cancel the drag if one is in progress
|
||||
_dragDropHelper.EndDrag();
|
||||
}
|
||||
|
||||
private void OnItemPressed(ButtonEventArgs args)
|
||||
{
|
||||
if (args.Button is not ActionMenuItem actionMenuItem) return;
|
||||
|
||||
_actionsUI.System.Assignments.AutoPopulate(actionMenuItem.Action, _actionsUI.SelectedHotbar);
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
|
||||
private void OnClearButtonPressed(ButtonEventArgs args)
|
||||
{
|
||||
_searchBar.Clear();
|
||||
_filterButton.DeselectAll();
|
||||
UpdateFilterLabel();
|
||||
SearchAndDisplay();
|
||||
}
|
||||
|
||||
private void OnSearchTextChanged(LineEdit.LineEditEventArgs obj)
|
||||
{
|
||||
SearchAndDisplay();
|
||||
}
|
||||
|
||||
private void SearchAndDisplay()
|
||||
{
|
||||
var search = Standardize(_searchBar.Text);
|
||||
// only display nothing if there are no filters selected and text is not long enough.
|
||||
// otherwise we will search if even one filter is applied, regardless of length of search string
|
||||
if (_filterButton.SelectedKeys.Count == 0 &&
|
||||
(string.IsNullOrWhiteSpace(search) || search.Length < MinSearchLength))
|
||||
{
|
||||
ClearList();
|
||||
return;
|
||||
}
|
||||
|
||||
var matchingActions = _actionsUI.Component.Actions
|
||||
.Where(a => MatchesSearchCriteria(a, search, _filterButton.SelectedKeys));
|
||||
|
||||
PopulateActions(matchingActions);
|
||||
}
|
||||
|
||||
private void UpdateFilterLabel()
|
||||
{
|
||||
if (_filterButton.SelectedKeys.Count == 0)
|
||||
{
|
||||
_filterLabel.Visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_filterLabel.Visible = true;
|
||||
_filterLabel.Text = Loc.GetString("ui-actionmenu-filter-label",
|
||||
("selectedLabels", string.Join(", ", _filterButton.SelectedLabels)));
|
||||
}
|
||||
}
|
||||
|
||||
private bool MatchesSearchCriteria(ActionType action, string standardizedSearch,
|
||||
IReadOnlyList<string> selectedFilterTags)
|
||||
{
|
||||
// check filter tag match first - each action must contain all filter tags currently selected.
|
||||
// if no tags selected, don't check tags
|
||||
if (selectedFilterTags.Count > 0 && selectedFilterTags.Any(filterTag => !ActionMatchesFilterTag(action, filterTag)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// check search tag match against the search query
|
||||
if (action.Keywords.Any(standardizedSearch.Contains))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Standardize(action.DisplayName.ToString()).Contains(standardizedSearch))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// search by provider name
|
||||
if (action.Provider == null || action.Provider == _actionsUI.Component.Owner)
|
||||
return false;
|
||||
|
||||
var name = _entMan.GetComponent<MetaDataComponent>(action.Provider.Value).EntityName;
|
||||
return Standardize(name).Contains(standardizedSearch);
|
||||
}
|
||||
|
||||
private bool ActionMatchesFilterTag(ActionType action, string tag)
|
||||
{
|
||||
return tag switch
|
||||
{
|
||||
EnabledFilter => action.Enabled,
|
||||
ItemFilter => action.Provider != null && action.Provider != _actionsUI.Component.Owner,
|
||||
InnateFilter => action.Provider == null || action.Provider == _actionsUI.Component.Owner,
|
||||
InstantFilter => action is InstantAction,
|
||||
TargetedFilter => action is TargetedAction,
|
||||
_ => true
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Standardized form is all lowercase, no non-alphanumeric characters (converted to whitespace),
|
||||
/// trimmed, 1 space max per whitespace gap,
|
||||
/// and optional spaces between case change
|
||||
/// </summary>
|
||||
private static string Standardize(string rawText, bool splitOnCaseChange = false)
|
||||
{
|
||||
rawText ??= string.Empty;
|
||||
|
||||
// treat non-alphanumeric characters as whitespace
|
||||
rawText = NonAlphanumeric.Replace(rawText, " ");
|
||||
|
||||
// trim spaces and reduce internal whitespaces to 1 max
|
||||
rawText = Whitespace.Replace(rawText, " ").Trim();
|
||||
if (splitOnCaseChange)
|
||||
{
|
||||
// insert a space when case switches from lower to upper
|
||||
rawText = AddSpaces(rawText, true);
|
||||
}
|
||||
|
||||
return rawText.ToLowerInvariant().Trim();
|
||||
}
|
||||
|
||||
// taken from https://stackoverflow.com/a/272929 (CC BY-SA 3.0)
|
||||
private static string AddSpaces(string text, bool preserveAcronyms)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(text))
|
||||
return string.Empty;
|
||||
var newText = new StringBuilder(text.Length * 2);
|
||||
newText.Append(text[0]);
|
||||
for (var i = 1; i < text.Length; i++)
|
||||
{
|
||||
if (char.IsUpper(text[i]))
|
||||
{
|
||||
if ((text[i - 1] != ' ' && !char.IsUpper(text[i - 1])) ||
|
||||
(preserveAcronyms && char.IsUpper(text[i - 1]) &&
|
||||
i < text.Length - 1 && !char.IsUpper(text[i + 1])))
|
||||
newText.Append(' ');
|
||||
}
|
||||
|
||||
newText.Append(text[i]);
|
||||
}
|
||||
return newText.ToString();
|
||||
}
|
||||
|
||||
private void PopulateActions(IEnumerable<ActionType> actions)
|
||||
{
|
||||
ClearList();
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
var actionItem = new ActionMenuItem(_actionsUI, action, OnItemFocusExited);
|
||||
_resultsGrid.Children.Add(actionItem);
|
||||
actionItem.SetActionState(action.Enabled);
|
||||
actionItem.OnButtonDown += OnItemButtonDown;
|
||||
actionItem.OnButtonUp += OnItemButtonUp;
|
||||
actionItem.OnPressed += OnItemPressed;
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearList()
|
||||
{
|
||||
// TODO: Not sure if this unsub is needed if children are all being cleared
|
||||
foreach (var actionItem in _resultsGrid.Children)
|
||||
{
|
||||
((ActionMenuItem) actionItem).OnPressed -= OnItemPressed;
|
||||
}
|
||||
_resultsGrid.Children.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should be invoked when action states change, ensures
|
||||
/// currently displayed actions are properly showing their revoked / granted status
|
||||
/// </summary>
|
||||
public void UpdateUI()
|
||||
{
|
||||
foreach (var actionItem in _resultsGrid.Children)
|
||||
{
|
||||
var actionMenuItem = ((ActionMenuItem) actionItem);
|
||||
actionMenuItem.SetActionState(actionMenuItem.Action.Enabled);
|
||||
}
|
||||
|
||||
SearchAndDisplay();
|
||||
}
|
||||
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
base.FrameUpdate(args);
|
||||
_dragDropHelper.Update(args.DeltaSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,228 +0,0 @@
|
||||
using System;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
|
||||
namespace Content.Client.Actions.UI
|
||||
{
|
||||
// TODO merge this with action-slot when it gets XAMLd
|
||||
// this has way too much overlap, especially now that they both have the item-sprite icons.
|
||||
|
||||
/// <summary>
|
||||
/// An individual action visible in the action menu.
|
||||
/// </summary>
|
||||
public sealed class ActionMenuItem : ContainerButton
|
||||
{
|
||||
// shorter than default tooltip delay so user can
|
||||
// quickly explore what each action is
|
||||
private const float CustomTooltipDelay = 0.2f;
|
||||
|
||||
private readonly TextureRect _bigActionIcon;
|
||||
private readonly TextureRect _smallActionIcon;
|
||||
private readonly SpriteView _smallItemSpriteView;
|
||||
private readonly SpriteView _bigItemSpriteView;
|
||||
|
||||
public ActionType Action;
|
||||
|
||||
private Action<ActionMenuItem> _onControlFocusExited;
|
||||
|
||||
private readonly ActionsUI _actionsUI;
|
||||
|
||||
public ActionMenuItem(ActionsUI actionsUI, ActionType action, Action<ActionMenuItem> onControlFocusExited)
|
||||
{
|
||||
_actionsUI = actionsUI;
|
||||
Action = action;
|
||||
_onControlFocusExited = onControlFocusExited;
|
||||
|
||||
SetSize = (64, 64);
|
||||
VerticalAlignment = VAlignment.Top;
|
||||
|
||||
_bigActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false
|
||||
};
|
||||
_bigItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Scale = (2, 2),
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
_smallActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false
|
||||
};
|
||||
_smallItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
|
||||
// padding to the left of the small icon
|
||||
var paddingBoxItemIcon = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
MinSize = (64, 64)
|
||||
};
|
||||
paddingBoxItemIcon.AddChild(new Control()
|
||||
{
|
||||
MinSize = (32, 32),
|
||||
});
|
||||
paddingBoxItemIcon.AddChild(new Control
|
||||
{
|
||||
Children =
|
||||
{
|
||||
_smallActionIcon,
|
||||
_smallItemSpriteView
|
||||
}
|
||||
});
|
||||
AddChild(_bigActionIcon);
|
||||
AddChild(_bigItemSpriteView);
|
||||
AddChild(paddingBoxItemIcon);
|
||||
|
||||
TooltipDelay = CustomTooltipDelay;
|
||||
TooltipSupplier = SupplyTooltip;
|
||||
UpdateIcons();
|
||||
}
|
||||
|
||||
|
||||
public void UpdateIcons()
|
||||
{
|
||||
UpdateItemIcon();
|
||||
|
||||
if (Action == null)
|
||||
{
|
||||
SetActionIcon(null);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((_actionsUI.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
|
||||
SetActionIcon(Action.IconOn.Frame0());
|
||||
else
|
||||
SetActionIcon(Action.Icon?.Frame0());
|
||||
}
|
||||
|
||||
private void SetActionIcon(Texture? texture)
|
||||
{
|
||||
if (texture == null || Action == null)
|
||||
{
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
else if (Action.EntityIcon != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
|
||||
{
|
||||
_smallActionIcon.Texture = texture;
|
||||
_smallActionIcon.Modulate = Action.IconColor;
|
||||
_smallActionIcon.Visible = true;
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_bigActionIcon.Texture = texture;
|
||||
_bigActionIcon.Modulate = Action.IconColor;
|
||||
_bigActionIcon.Visible = true;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateItemIcon()
|
||||
{
|
||||
if (Action?.EntityIcon == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(Action.EntityIcon.Value, out SpriteComponent? sprite))
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (Action.ItemIconStyle)
|
||||
{
|
||||
case ItemActionIconStyle.BigItem:
|
||||
_bigItemSpriteView.Visible = true;
|
||||
_bigItemSpriteView.Sprite = sprite;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
case ItemActionIconStyle.BigAction:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = true;
|
||||
_smallItemSpriteView.Sprite = sprite;
|
||||
break;
|
||||
|
||||
case ItemActionIconStyle.NoItem:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void ControlFocusExited()
|
||||
{
|
||||
base.ControlFocusExited();
|
||||
_onControlFocusExited.Invoke(this);
|
||||
}
|
||||
|
||||
private Control SupplyTooltip(Control? sender)
|
||||
{
|
||||
var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName));
|
||||
var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
|
||||
|
||||
var tooltip = new ActionAlertTooltip(name, decr);
|
||||
|
||||
if (Action.Enabled && (Action.Charges == null || Action.Charges != 0))
|
||||
tooltip.Cooldown = Action.Cooldown;
|
||||
|
||||
return tooltip;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change how this is displayed depending on if it is granted or revoked
|
||||
/// </summary>
|
||||
public void SetActionState(bool granted)
|
||||
{
|
||||
if (granted)
|
||||
{
|
||||
if (HasStyleClass(StyleNano.StyleClassActionMenuItemRevoked))
|
||||
{
|
||||
RemoveStyleClass(StyleNano.StyleClassActionMenuItemRevoked);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!HasStyleClass(StyleNano.StyleClassActionMenuItemRevoked))
|
||||
{
|
||||
AddStyleClass(StyleNano.StyleClassActionMenuItemRevoked);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,551 +0,0 @@
|
||||
using System;
|
||||
using Content.Client.Cooldown;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
|
||||
namespace Content.Client.Actions.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// A slot in the action hotbar. Not extending BaseButton because
|
||||
/// its needs diverged too much.
|
||||
/// </summary>
|
||||
public sealed class ActionSlot : PanelContainer
|
||||
{
|
||||
// shorter than default tooltip delay so user can more easily
|
||||
// see what actions they've been given
|
||||
private const float CustomTooltipDelay = 0.5f;
|
||||
|
||||
private static readonly string EnabledColor = "#7b7e9e";
|
||||
private static readonly string DisabledColor = "#950000";
|
||||
|
||||
private bool _spriteViewDirty = false;
|
||||
|
||||
/// <summary>
|
||||
/// Current action in this slot.
|
||||
/// </summary>
|
||||
public ActionType? Action { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 1-10 corresponding to the number label on the slot (10 is labeled as 0)
|
||||
/// </summary>
|
||||
private byte SlotNumber => (byte) (SlotIndex + 1);
|
||||
public byte SlotIndex { get; }
|
||||
|
||||
private readonly IGameTiming _gameTiming;
|
||||
private readonly IEntityManager _entMan;
|
||||
private readonly RichTextLabel _number;
|
||||
private readonly TextureRect _bigActionIcon;
|
||||
private readonly TextureRect _smallActionIcon;
|
||||
private readonly SpriteView _smallItemSpriteView;
|
||||
private readonly SpriteView _bigItemSpriteView;
|
||||
private readonly CooldownGraphic _cooldownGraphic;
|
||||
private readonly ActionsUI _actionsUI;
|
||||
private readonly ActionMenu _actionMenu;
|
||||
// whether button is currently pressed down by mouse or keybind down.
|
||||
private bool _depressed;
|
||||
private bool _beingHovered;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an action slot for the specified number
|
||||
/// </summary>
|
||||
/// <param name="slotIndex">slot index this corresponds to, 0-9 (0 labeled as 1, 8, labeled "9", 9 labeled as "0".</param>
|
||||
public ActionSlot(ActionsUI actionsUI, ActionMenu actionMenu, byte slotIndex, IGameTiming timing, IEntityManager entMan)
|
||||
{
|
||||
_actionsUI = actionsUI;
|
||||
_actionMenu = actionMenu;
|
||||
_gameTiming = timing;
|
||||
_entMan = entMan;
|
||||
SlotIndex = slotIndex;
|
||||
MouseFilter = MouseFilterMode.Stop;
|
||||
|
||||
SetSize = (64, 64);
|
||||
VerticalAlignment = VAlignment.Top;
|
||||
TooltipDelay = CustomTooltipDelay;
|
||||
TooltipSupplier = SupplyTooltip;
|
||||
|
||||
_number = new RichTextLabel
|
||||
{
|
||||
StyleClasses = {StyleNano.StyleClassHotbarSlotNumber}
|
||||
};
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
|
||||
_bigActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false
|
||||
};
|
||||
_bigItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Scale = (2,2),
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
_smallActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false
|
||||
};
|
||||
_smallItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
|
||||
_cooldownGraphic = new CooldownGraphic {Progress = 0, Visible = false};
|
||||
|
||||
// padding to the left of the number to shift it right
|
||||
var paddingBox = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
MinSize = (64, 64)
|
||||
};
|
||||
paddingBox.AddChild(new Control()
|
||||
{
|
||||
MinSize = (4, 4),
|
||||
});
|
||||
paddingBox.AddChild(_number);
|
||||
|
||||
// padding to the left of the small icon
|
||||
var paddingBoxItemIcon = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
MinSize = (64, 64)
|
||||
};
|
||||
paddingBoxItemIcon.AddChild(new Control()
|
||||
{
|
||||
MinSize = (32, 32),
|
||||
});
|
||||
paddingBoxItemIcon.AddChild(new Control
|
||||
{
|
||||
Children =
|
||||
{
|
||||
_smallActionIcon,
|
||||
_smallItemSpriteView
|
||||
}
|
||||
});
|
||||
AddChild(_bigActionIcon);
|
||||
AddChild(_bigItemSpriteView);
|
||||
AddChild(_cooldownGraphic);
|
||||
AddChild(paddingBox);
|
||||
AddChild(paddingBoxItemIcon);
|
||||
DrawModeChanged();
|
||||
}
|
||||
|
||||
private Control? SupplyTooltip(Control sender)
|
||||
{
|
||||
if (Action == null)
|
||||
return null;
|
||||
|
||||
string? extra = null;
|
||||
if (Action.Charges != null)
|
||||
{
|
||||
extra = Loc.GetString("ui-actionslot-charges", ("charges", Action.Charges));
|
||||
}
|
||||
|
||||
var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName));
|
||||
var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
|
||||
|
||||
var tooltip = new ActionAlertTooltip(name, decr, extra);
|
||||
|
||||
if (Action.Enabled && (Action.Charges == null || Action.Charges != 0))
|
||||
tooltip.Cooldown = Action.Cooldown;
|
||||
|
||||
return tooltip;
|
||||
}
|
||||
|
||||
protected override void MouseEntered()
|
||||
{
|
||||
base.MouseEntered();
|
||||
|
||||
_beingHovered = true;
|
||||
DrawModeChanged();
|
||||
|
||||
if (Action?.Provider != null)
|
||||
_actionsUI.System.HighlightItemSlot(Action.Provider.Value);
|
||||
}
|
||||
|
||||
protected override void MouseExited()
|
||||
{
|
||||
base.MouseExited();
|
||||
_beingHovered = false;
|
||||
CancelPress();
|
||||
DrawModeChanged();
|
||||
_actionsUI.System.StopHighlightingItemSlot();
|
||||
}
|
||||
|
||||
protected override void KeyBindDown(GUIBoundKeyEventArgs args)
|
||||
{
|
||||
base.KeyBindDown(args);
|
||||
|
||||
if (Action == null)
|
||||
{
|
||||
// No action for this slot. Maybe the user is trying to add a mapping action?
|
||||
_actionsUI.System.TryFillSlot(_actionsUI.SelectedHotbar, SlotIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
// only handle clicks, and can't do anything to this if no assignment
|
||||
if (args.Function == EngineKeyFunctions.UIClick)
|
||||
{
|
||||
// might turn into a drag or a full press if released
|
||||
Depress(true);
|
||||
_actionsUI.DragDropHelper.MouseDown(this);
|
||||
DrawModeChanged();
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Function != EngineKeyFunctions.UIRightClick || _actionsUI.Locked)
|
||||
return;
|
||||
|
||||
if (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging)
|
||||
return;
|
||||
|
||||
// user right clicked on an action slot, so we clear it.
|
||||
_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, SlotIndex, true);
|
||||
|
||||
// If this was a temporary action, and it is no longer assigned to any slots, then we remove the action
|
||||
// altogether.
|
||||
if (Action.Temporary)
|
||||
{
|
||||
// Theres probably a better way to do this.....
|
||||
DebugTools.Assert(Action.ClientExclusive, "Temporary-actions must be client exclusive");
|
||||
|
||||
if (!_actionsUI.System.Assignments.Assignments.TryGetValue(Action, out var index)
|
||||
|| index.Count == 0)
|
||||
{
|
||||
_actionsUI.Component.Actions.Remove(Action);
|
||||
}
|
||||
}
|
||||
|
||||
_actionsUI.StopTargeting();
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
|
||||
protected override void KeyBindUp(GUIBoundKeyEventArgs args)
|
||||
{
|
||||
base.KeyBindUp(args);
|
||||
|
||||
if (args.Function != EngineKeyFunctions.UIClick)
|
||||
return;
|
||||
|
||||
// might be finishing a drag or using the action
|
||||
if (_actionsUI.DragDropHelper.IsDragging &&
|
||||
_actionsUI.DragDropHelper.Dragged == this &&
|
||||
UserInterfaceManager.CurrentlyHovered is ActionSlot targetSlot &&
|
||||
targetSlot != this)
|
||||
{
|
||||
// finish the drag, swap the 2 slots
|
||||
var fromIdx = SlotIndex;
|
||||
var fromAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, fromIdx];
|
||||
var toIdx = targetSlot.SlotIndex;
|
||||
var toAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, toIdx];
|
||||
|
||||
if (fromIdx == toIdx) return;
|
||||
if (fromAssignment == null) return;
|
||||
|
||||
_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, toIdx, fromAssignment);
|
||||
if (toAssignment != null)
|
||||
{
|
||||
_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, fromIdx, toAssignment);
|
||||
}
|
||||
else
|
||||
{
|
||||
_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, fromIdx, false);
|
||||
}
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
else
|
||||
{
|
||||
// perform the action
|
||||
if (UserInterfaceManager.CurrentlyHovered == this)
|
||||
{
|
||||
Depress(false);
|
||||
}
|
||||
}
|
||||
_actionsUI.DragDropHelper.EndDrag();
|
||||
DrawModeChanged();
|
||||
}
|
||||
|
||||
protected override void ControlFocusExited()
|
||||
{
|
||||
// lost focus for some reason, cancel the drag if there is one.
|
||||
base.ControlFocusExited();
|
||||
_actionsUI.DragDropHelper.EndDrag();
|
||||
DrawModeChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancel current press without triggering the action
|
||||
/// </summary>
|
||||
public void CancelPress()
|
||||
{
|
||||
_depressed = false;
|
||||
DrawModeChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Press this button down. If it was depressed and now set to not depressed, will
|
||||
/// trigger the action.
|
||||
/// </summary>
|
||||
public void Depress(bool depress)
|
||||
{
|
||||
// action can still be toggled if it's allowed to stay selected
|
||||
if (Action == null || !Action.Enabled) return;
|
||||
|
||||
if (_depressed && !depress)
|
||||
{
|
||||
// fire the action
|
||||
_actionsUI.System.OnSlotPressed(this);
|
||||
}
|
||||
_depressed = depress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the item action assigned to this slot, tied to a specific item.
|
||||
/// </summary>
|
||||
/// <param name="action">action to assign</param>
|
||||
/// <param name="item">item the action is provided by</param>
|
||||
public void Assign(ActionType action)
|
||||
{
|
||||
// already assigned
|
||||
if (Action != null && Action == action) return;
|
||||
|
||||
Action = action;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the action assigned to this slot
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
if (Action == null) return;
|
||||
Action = null;
|
||||
_depressed = false;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display the action in this slot (if there is one) as enabled
|
||||
/// </summary>
|
||||
public void Enable()
|
||||
{
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display the action in this slot (if there is one) as disabled.
|
||||
/// The slot is still clickable.
|
||||
/// </summary>
|
||||
public void Disable()
|
||||
{
|
||||
_depressed = false;
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
private FormattedMessage SlotNumberLabel()
|
||||
{
|
||||
if (SlotNumber > 10) return FormattedMessage.FromMarkup("");
|
||||
var number = Loc.GetString(SlotNumber == 10 ? "0" : SlotNumber.ToString());
|
||||
var color = (Action == null || Action.Enabled) ? EnabledColor : DisabledColor;
|
||||
return FormattedMessage.FromMarkup("[color=" + color + "]" + number + "[/color]");
|
||||
}
|
||||
|
||||
public void UpdateIcons()
|
||||
{
|
||||
UpdateItemIcon();
|
||||
|
||||
if (Action == null)
|
||||
{
|
||||
SetActionIcon(null);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((_actionsUI.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
|
||||
SetActionIcon(Action.IconOn.Frame0());
|
||||
else
|
||||
SetActionIcon(Action.Icon?.Frame0());
|
||||
}
|
||||
|
||||
private void SetActionIcon(Texture? texture)
|
||||
{
|
||||
if (texture == null || Action == null)
|
||||
{
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
else if (Action.EntityIcon != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
|
||||
{
|
||||
_smallActionIcon.Texture = texture;
|
||||
_smallActionIcon.Modulate = Action.IconColor;
|
||||
_smallActionIcon.Visible = true;
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_bigActionIcon.Texture = texture;
|
||||
_bigActionIcon.Modulate = Action.IconColor;
|
||||
_bigActionIcon.Visible = true;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateItemIcon()
|
||||
{
|
||||
if (Action?.EntityIcon != null && !_entMan.EntityExists(Action.EntityIcon))
|
||||
{
|
||||
// This is almost certainly because a player received/processed their own actions component state before
|
||||
// being send the entity in their inventory that enabled this action.
|
||||
|
||||
// Defer updating icons to the next FrameUpdate().
|
||||
_spriteViewDirty = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Action?.EntityIcon == null || !_entMan.TryGetComponent(Action.EntityIcon.Value, out SpriteComponent? sprite))
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (Action.ItemIconStyle)
|
||||
{
|
||||
case ItemActionIconStyle.BigItem:
|
||||
_bigItemSpriteView.Visible = true;
|
||||
_bigItemSpriteView.Sprite = sprite;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
case ItemActionIconStyle.BigAction:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = true;
|
||||
_smallItemSpriteView.Sprite = sprite;
|
||||
break;
|
||||
|
||||
case ItemActionIconStyle.NoItem:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawModeChanged()
|
||||
{
|
||||
// always show the normal empty button style if no action in this slot
|
||||
if (Action == null)
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
|
||||
return;
|
||||
}
|
||||
|
||||
// show a hover only if the action is usable or another action is being dragged on top of this
|
||||
if (_beingHovered && (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging || Action.Enabled))
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
|
||||
}
|
||||
|
||||
// it's only depress-able if it's usable, so if we're depressed
|
||||
// show the depressed style
|
||||
if (_depressed)
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed);
|
||||
return;
|
||||
}
|
||||
|
||||
// if it's toggled on, always show the toggled on style (currently same as depressed style)
|
||||
if (Action.Toggled || _actionsUI.SelectingTargetFor == this)
|
||||
{
|
||||
// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
|
||||
SetOnlyStylePseudoClass(Action.IconOn != null ? ContainerButton.StylePseudoClassNormal :
|
||||
ContainerButton.StylePseudoClassPressed);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!Action.Enabled)
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
|
||||
return;
|
||||
}
|
||||
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
|
||||
}
|
||||
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
base.FrameUpdate(args);
|
||||
|
||||
if (_spriteViewDirty)
|
||||
{
|
||||
_spriteViewDirty = false;
|
||||
UpdateIcons();
|
||||
}
|
||||
|
||||
if (Action == null || Action.Cooldown == null || !Action.Enabled)
|
||||
{
|
||||
_cooldownGraphic.Visible = false;
|
||||
_cooldownGraphic.Progress = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
var cooldown = Action.Cooldown.Value;
|
||||
var duration = cooldown.End - cooldown.Start;
|
||||
var curTime = _gameTiming.CurTime;
|
||||
var length = duration.TotalSeconds;
|
||||
var progress = (curTime - cooldown.Start).TotalSeconds / length;
|
||||
var ratio = (progress <= 1 ? (1 - progress) : (curTime - cooldown.End).TotalSeconds * -5);
|
||||
|
||||
_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
|
||||
if (ratio > -1f)
|
||||
_cooldownGraphic.Visible = true;
|
||||
else
|
||||
{
|
||||
_cooldownGraphic.Visible = false;
|
||||
Action.Cooldown = null;
|
||||
DrawModeChanged();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,505 +0,0 @@
|
||||
using Content.Client.DragDrop;
|
||||
using Content.Client.HUD;
|
||||
using Content.Client.Resources;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
|
||||
namespace Content.Client.Actions.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// The action hotbar on the left side of the screen.
|
||||
/// </summary>
|
||||
public sealed class ActionsUI : Container
|
||||
{
|
||||
private const float DragDeadZone = 10f;
|
||||
private const float CustomTooltipDelay = 0.4f;
|
||||
internal readonly ActionsSystem System;
|
||||
private readonly IGameHud _gameHud;
|
||||
private readonly IEntityManager _entMan;
|
||||
private readonly IGameTiming _timing;
|
||||
|
||||
/// <summary>
|
||||
/// The action component of the currently attached entity.
|
||||
/// </summary>
|
||||
public readonly ActionsComponent Component;
|
||||
|
||||
private readonly ActionSlot[] _slots;
|
||||
|
||||
private readonly GridContainer _slotContainer;
|
||||
|
||||
private readonly TextureButton _lockButton;
|
||||
private readonly TextureButton _settingsButton;
|
||||
private readonly Label _loadoutNumber;
|
||||
private readonly Texture _lockTexture;
|
||||
private readonly Texture _unlockTexture;
|
||||
private readonly BoxContainer _loadoutContainer;
|
||||
|
||||
private readonly TextureRect _dragShadow;
|
||||
|
||||
private readonly ActionMenu _menu;
|
||||
|
||||
/// <summary>
|
||||
/// Index of currently selected hotbar
|
||||
/// </summary>
|
||||
public byte SelectedHotbar { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Action slot we are currently selecting a target for.
|
||||
/// </summary>
|
||||
public ActionSlot? SelectingTargetFor { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Drag drop helper for coordinating drag drops between action slots
|
||||
/// </summary>
|
||||
public DragDropHelper<ActionSlot> DragDropHelper { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the bar is currently locked by the user. This is intended to prevent drag / drop
|
||||
/// and right click clearing slots. Anything else is still doable.
|
||||
/// </summary>
|
||||
public bool Locked { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// All the action slots in order.
|
||||
/// </summary>
|
||||
public IEnumerable<ActionSlot> Slots => _slots;
|
||||
|
||||
public ActionsUI(ActionsSystem system, ActionsComponent component)
|
||||
{
|
||||
SetValue(LayoutContainer.DebugProperty, true);
|
||||
System = system;
|
||||
Component = component;
|
||||
_gameHud = IoCManager.Resolve<IGameHud>();
|
||||
_timing = IoCManager.Resolve<IGameTiming>();
|
||||
_entMan = IoCManager.Resolve<IEntityManager>();
|
||||
_menu = new ActionMenu(this);
|
||||
|
||||
LayoutContainer.SetGrowHorizontal(this, LayoutContainer.GrowDirection.End);
|
||||
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Constrain);
|
||||
LayoutContainer.SetAnchorTop(this, 0f);
|
||||
LayoutContainer.SetAnchorBottom(this, 0.8f);
|
||||
LayoutContainer.SetMarginLeft(this, 13);
|
||||
LayoutContainer.SetMarginTop(this, 110);
|
||||
|
||||
HorizontalAlignment = HAlignment.Left;
|
||||
VerticalExpand = true;
|
||||
|
||||
var resourceCache = IoCManager.Resolve<IResourceCache>();
|
||||
|
||||
// everything needs to go within an inner panel container so the panel resizes to fit the elements.
|
||||
// Because ActionsUI is being anchored by layoutcontainer, the hotbar backing would appear too tall
|
||||
// if ActionsUI was the panel container
|
||||
|
||||
var panelContainer = new PanelContainer()
|
||||
{
|
||||
StyleClasses = {StyleNano.StyleClassHotbarPanel},
|
||||
HorizontalAlignment = HAlignment.Left,
|
||||
VerticalAlignment = VAlignment.Top
|
||||
};
|
||||
AddChild(panelContainer);
|
||||
|
||||
var hotbarContainer = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Vertical,
|
||||
SeparationOverride = 3,
|
||||
HorizontalAlignment = HAlignment.Left
|
||||
};
|
||||
panelContainer.AddChild(hotbarContainer);
|
||||
|
||||
var settingsContainer = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true
|
||||
};
|
||||
hotbarContainer.AddChild(settingsContainer);
|
||||
|
||||
settingsContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
|
||||
_lockTexture = resourceCache.GetTexture("/Textures/Interface/Nano/lock.svg.192dpi.png");
|
||||
_unlockTexture = resourceCache.GetTexture("/Textures/Interface/Nano/lock_open.svg.192dpi.png");
|
||||
_lockButton = new TextureButton
|
||||
{
|
||||
TextureNormal = _unlockTexture,
|
||||
HorizontalAlignment = HAlignment.Center,
|
||||
VerticalAlignment = VAlignment.Center,
|
||||
SizeFlagsStretchRatio = 1,
|
||||
Scale = (0.5f, 0.5f),
|
||||
ToolTip = Loc.GetString("ui-actionsui-function-lock-action-slots"),
|
||||
TooltipDelay = CustomTooltipDelay
|
||||
};
|
||||
settingsContainer.AddChild(_lockButton);
|
||||
settingsContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 2 });
|
||||
_settingsButton = new TextureButton
|
||||
{
|
||||
TextureNormal = resourceCache.GetTexture("/Textures/Interface/Nano/gear.svg.192dpi.png"),
|
||||
HorizontalAlignment = HAlignment.Center,
|
||||
VerticalAlignment = VAlignment.Center,
|
||||
SizeFlagsStretchRatio = 1,
|
||||
Scale = (0.5f, 0.5f),
|
||||
ToolTip = Loc.GetString("ui-actionsui-function-open-abilities-menu"),
|
||||
TooltipDelay = CustomTooltipDelay
|
||||
};
|
||||
settingsContainer.AddChild(_settingsButton);
|
||||
settingsContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
|
||||
|
||||
// this allows a 2 column layout if window gets too small
|
||||
_slotContainer = new GridContainer
|
||||
{
|
||||
MaxGridHeight = CalcMaxHeight()
|
||||
};
|
||||
hotbarContainer.AddChild(_slotContainer);
|
||||
|
||||
_loadoutContainer = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true,
|
||||
MouseFilter = MouseFilterMode.Stop
|
||||
};
|
||||
hotbarContainer.AddChild(_loadoutContainer);
|
||||
|
||||
_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
|
||||
var previousHotbarIcon = new TextureRect()
|
||||
{
|
||||
Texture = resourceCache.GetTexture("/Textures/Interface/Nano/left_arrow.svg.192dpi.png"),
|
||||
HorizontalAlignment = HAlignment.Center,
|
||||
VerticalAlignment = VAlignment.Center,
|
||||
SizeFlagsStretchRatio = 1,
|
||||
TextureScale = (0.5f, 0.5f)
|
||||
};
|
||||
_loadoutContainer.AddChild(previousHotbarIcon);
|
||||
_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 2 });
|
||||
_loadoutNumber = new Label
|
||||
{
|
||||
Text = "1",
|
||||
SizeFlagsStretchRatio = 1
|
||||
};
|
||||
_loadoutContainer.AddChild(_loadoutNumber);
|
||||
_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 2 });
|
||||
var nextHotbarIcon = new TextureRect
|
||||
{
|
||||
Texture = resourceCache.GetTexture("/Textures/Interface/Nano/right_arrow.svg.192dpi.png"),
|
||||
HorizontalAlignment = HAlignment.Center,
|
||||
VerticalAlignment = VAlignment.Center,
|
||||
SizeFlagsStretchRatio = 1,
|
||||
TextureScale = (0.5f, 0.5f)
|
||||
};
|
||||
_loadoutContainer.AddChild(nextHotbarIcon);
|
||||
_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
|
||||
|
||||
_slots = new ActionSlot[ActionsSystem.Slots];
|
||||
|
||||
_dragShadow = new TextureRect
|
||||
{
|
||||
MinSize = (64, 64),
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false,
|
||||
SetSize = (64, 64)
|
||||
};
|
||||
UserInterfaceManager.PopupRoot.AddChild(_dragShadow);
|
||||
|
||||
for (byte i = 0; i < ActionsSystem.Slots; i++)
|
||||
{
|
||||
var slot = new ActionSlot(this, _menu, i, _timing, _entMan);
|
||||
_slotContainer.AddChild(slot);
|
||||
_slots[i] = slot;
|
||||
}
|
||||
|
||||
DragDropHelper = new DragDropHelper<ActionSlot>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag);
|
||||
DragDropHelper.Deadzone = DragDeadZone;
|
||||
|
||||
MinSize = (10, 400);
|
||||
}
|
||||
|
||||
protected override void EnteredTree()
|
||||
{
|
||||
base.EnteredTree();
|
||||
_lockButton.OnPressed += OnLockPressed;
|
||||
_settingsButton.OnPressed += OnToggleActionsMenu;
|
||||
_loadoutContainer.OnKeyBindDown += OnHotbarPaginate;
|
||||
_gameHud.ActionsButtonToggled += OnToggleActionsMenuTopButton;
|
||||
_gameHud.ActionsButtonDown = false;
|
||||
_gameHud.ActionsButtonVisible = true;
|
||||
}
|
||||
|
||||
protected override void ExitedTree()
|
||||
{
|
||||
base.ExitedTree();
|
||||
StopTargeting();
|
||||
_menu.Close();
|
||||
_lockButton.OnPressed -= OnLockPressed;
|
||||
_settingsButton.OnPressed -= OnToggleActionsMenu;
|
||||
_loadoutContainer.OnKeyBindDown -= OnHotbarPaginate;
|
||||
_gameHud.ActionsButtonToggled -= OnToggleActionsMenuTopButton;
|
||||
_gameHud.ActionsButtonDown = false;
|
||||
_gameHud.ActionsButtonVisible = false;
|
||||
}
|
||||
|
||||
protected override void Resized()
|
||||
{
|
||||
base.Resized();
|
||||
_slotContainer.MaxGridHeight = CalcMaxHeight();
|
||||
}
|
||||
|
||||
private float CalcMaxHeight()
|
||||
{
|
||||
// TODO: Can rework this once https://github.com/space-wizards/RobustToolbox/issues/1392 is done,
|
||||
// this is here because there isn't currently a good way to allow the grid to adjust its height based
|
||||
// on constraints, otherwise we would use anchors to lay it out
|
||||
|
||||
// it looks bad to have an uneven number of slots in the columns,
|
||||
// so we either do a single column or 2 equal sized columns
|
||||
if (Height < 650)
|
||||
{
|
||||
// 2 column
|
||||
return 400;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 1 column
|
||||
return 900;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UIScaleChanged()
|
||||
{
|
||||
_slotContainer.MaxGridHeight = CalcMaxHeight();
|
||||
base.UIScaleChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh the display of all the slots in the currently displayed hotbar,
|
||||
/// to reflect the current component state and assignments of actions component.
|
||||
/// </summary>
|
||||
public void UpdateUI()
|
||||
{
|
||||
_menu.UpdateUI();
|
||||
|
||||
foreach (var actionSlot in Slots)
|
||||
{
|
||||
var action = System.Assignments[SelectedHotbar, actionSlot.SlotIndex];
|
||||
|
||||
if (action == null)
|
||||
{
|
||||
if (SelectingTargetFor == actionSlot)
|
||||
StopTargeting(true);
|
||||
actionSlot.Clear();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Component.Actions.TryGetValue(action, out var actualAction))
|
||||
{
|
||||
UpdateActionSlot(actualAction, actionSlot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Action not in the actions component, but in the assignment list.
|
||||
// This is either an action that doesn't auto-clear from the menu, or the action menu was locked.
|
||||
// Show the old action, but make sure it is disabled;
|
||||
action.Enabled = false;
|
||||
action.Toggled = false;
|
||||
|
||||
// If we enable the item-sprite, and if the item-sprite has a visual toggle, then the player will be
|
||||
// able to know whether the item is toggled, even if it is not in their LOS (but in PVS). And for things
|
||||
// like PDA sprites, the player can even see whether the action's item is currently inside of their PVS.
|
||||
// SO unless theres some way of "freezing" a sprite-view, we just have to disable it.
|
||||
action.ItemIconStyle = ItemActionIconStyle.NoItem;
|
||||
|
||||
UpdateActionSlot(action, actionSlot);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateActionSlot(ActionType action, ActionSlot actionSlot)
|
||||
{
|
||||
actionSlot.Assign(action);
|
||||
|
||||
if (!action.Enabled)
|
||||
{
|
||||
// just revoked an action we were trying to target with, stop targeting
|
||||
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action)
|
||||
{
|
||||
StopTargeting();
|
||||
}
|
||||
|
||||
actionSlot.Disable();
|
||||
}
|
||||
else
|
||||
{
|
||||
actionSlot.Enable();
|
||||
}
|
||||
|
||||
actionSlot.UpdateIcons();
|
||||
actionSlot.DrawModeChanged();
|
||||
}
|
||||
|
||||
private void OnHotbarPaginate(GUIBoundKeyEventArgs args)
|
||||
{
|
||||
// rather than clicking the arrows themselves, the user can click the hbox so it's more
|
||||
// "forgiving" for misclicks, and we simply check which side they are closer to
|
||||
if (args.Function != EngineKeyFunctions.UIClick) return;
|
||||
|
||||
var rightness = args.RelativePosition.X / _loadoutContainer.Width;
|
||||
if (rightness > 0.5)
|
||||
{
|
||||
ChangeHotbar((byte) ((SelectedHotbar + 1) % ActionsSystem.Hotbars));
|
||||
}
|
||||
else
|
||||
{
|
||||
var newBar = SelectedHotbar == 0 ? ActionsSystem.Hotbars - 1 : SelectedHotbar - 1;
|
||||
ChangeHotbar((byte) newBar);
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeHotbar(byte hotbar)
|
||||
{
|
||||
StopTargeting();
|
||||
SelectedHotbar = hotbar;
|
||||
_loadoutNumber.Text = (hotbar + 1).ToString();
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If currently targeting with this slot, stops targeting.
|
||||
/// If currently targeting with no slot or a different slot, switches to
|
||||
/// targeting with the specified slot.
|
||||
/// </summary>
|
||||
/// <param name="slot"></param>
|
||||
public void ToggleTargeting(ActionSlot slot)
|
||||
{
|
||||
if (SelectingTargetFor == slot)
|
||||
{
|
||||
StopTargeting();
|
||||
return;
|
||||
}
|
||||
StartTargeting(slot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Puts us in targeting mode, where we need to pick either a target point or entity
|
||||
/// </summary>
|
||||
private void StartTargeting(ActionSlot actionSlot)
|
||||
{
|
||||
if (actionSlot.Action == null)
|
||||
return;
|
||||
|
||||
// If we were targeting something else we should stop
|
||||
StopTargeting();
|
||||
|
||||
SelectingTargetFor = actionSlot;
|
||||
|
||||
if (actionSlot.Action is TargetedAction targetAction)
|
||||
System.StartTargeting(targetAction);
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switch out of targeting mode if currently selecting target for an action
|
||||
/// </summary>
|
||||
public void StopTargeting(bool updating = false)
|
||||
{
|
||||
if (SelectingTargetFor == null)
|
||||
return;
|
||||
|
||||
SelectingTargetFor = null;
|
||||
System.StopTargeting();
|
||||
|
||||
// Sometimes targeting gets stopped mid-UI update.
|
||||
// in that case, don't need to do a nested UI refresh.
|
||||
if (!updating)
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void OnToggleActionsMenu(BaseButton.ButtonEventArgs args)
|
||||
{
|
||||
ToggleActionsMenu();
|
||||
}
|
||||
|
||||
private void OnToggleActionsMenuTopButton(bool open)
|
||||
{
|
||||
if (open == _menu.IsOpen) return;
|
||||
ToggleActionsMenu();
|
||||
}
|
||||
|
||||
public void ToggleActionsMenu()
|
||||
{
|
||||
if (_menu.IsOpen)
|
||||
{
|
||||
_menu.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
_menu.OpenCentered();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLockPressed(BaseButton.ButtonEventArgs obj)
|
||||
{
|
||||
Locked = !Locked;
|
||||
_lockButton.TextureNormal = Locked ? _lockTexture : _unlockTexture;
|
||||
}
|
||||
|
||||
private bool OnBeginActionDrag()
|
||||
{
|
||||
// only initiate the drag if the slot has an action in it
|
||||
if (Locked || DragDropHelper.Dragged?.Action == null) return false;
|
||||
|
||||
_dragShadow.Texture = DragDropHelper.Dragged.Action.Icon?.Frame0();
|
||||
LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
|
||||
DragDropHelper.Dragged.CancelPress();
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool OnContinueActionDrag(float frameTime)
|
||||
{
|
||||
// stop if there's no action in the slot
|
||||
if (Locked || DragDropHelper.Dragged?.Action == null) return false;
|
||||
|
||||
// keep dragged entity centered under mouse
|
||||
LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
|
||||
// we don't set this visible until frameupdate, otherwise it flickers
|
||||
_dragShadow.Visible = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnEndActionDrag()
|
||||
{
|
||||
_dragShadow.Visible = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle keydown / keyup for one of the slots via a keybinding, simulates mousedown/mouseup on it.
|
||||
/// </summary>
|
||||
/// <param name="slot">slot index to to receive the press (0 corresponds to the one labeled 1, 9 corresponds to the one labeled 0)</param>
|
||||
public void HandleHotbarKeybind(byte slot, PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
var actionSlot = _slots[slot];
|
||||
actionSlot.Depress(args.State == BoundKeyState.Down);
|
||||
actionSlot.DrawModeChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle hotbar change.
|
||||
/// </summary>
|
||||
/// <param name="hotbar">hotbar index to switch to</param>
|
||||
public void HandleChangeHotbarKeybind(byte hotbar, PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
ChangeHotbar(hotbar);
|
||||
}
|
||||
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
base.FrameUpdate(args);
|
||||
DragDropHelper.Update(args.DeltaSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user