Merge branch 'master' into buckle-locker-fix-1262
This commit is contained in:
@@ -1,4 +1,6 @@
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using Content.Shared.GameObjects;
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using Content.Client.GameObjects.Components.Storage;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Client.Graphics;
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using Robust.Client.Interfaces.ResourceManagement;
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@@ -1,16 +1,19 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Strap;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public class BuckleComponent : SharedBuckleComponent
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public class BuckleComponent : SharedBuckleComponent, IClientDraggable
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{
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private bool _buckled;
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private int? _originalDrawDepth;
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protected override bool Buckled => _buckled;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is BuckleComponentState buckle))
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@@ -39,6 +42,14 @@ namespace Content.Client.GameObjects.Components.Mobs
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}
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}
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protected override bool Buckled => _buckled;
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bool IClientDraggable.ClientCanDropOn(CanDropEventArgs eventArgs)
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{
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return eventArgs.Target.HasComponent<StrapComponent>();
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}
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bool IClientDraggable.ClientCanDrag(CanDragEventArgs eventArgs)
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{
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return true;
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}
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}
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}
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@@ -17,7 +17,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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return;
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}
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if (!component.TryGetData<int>(SharedStrapComponent.StrapVisuals.RotationAngle, out var angle))
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if (!component.TryGetData<int>(StrapVisuals.RotationAngle, out var angle))
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{
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return;
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}
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@@ -1,18 +1,21 @@
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using System.Collections.Generic;
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using Content.Client.Graphics.Overlays;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Interfaces;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects
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namespace Content.Client.GameObjects.Components.Mobs
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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@@ -21,48 +24,33 @@ namespace Content.Client.GameObjects
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[ComponentReference(typeof(SharedOverlayEffectsComponent))]
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public sealed class ClientOverlayEffectsComponent : SharedOverlayEffectsComponent//, ICharacterUI
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{
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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private readonly List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
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|
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[ViewVariables(VVAccess.ReadOnly)]
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public List<OverlayContainer> ActiveOverlays
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{
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get => _currentEffects;
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set => SetEffects(value);
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}
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#pragma warning disable 649
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager;
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#pragma warning restore 649
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
|
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/// </summary>
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private Dictionary<ScreenEffects, Overlay> _effectsDictionary;
|
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
|
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/// </summary>
|
||||
private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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|
||||
public override void OnAdd()
|
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{
|
||||
base.OnAdd();
|
||||
|
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_effectsDictionary = new Dictionary<ScreenEffects, Overlay>()
|
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{
|
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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||||
};
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||||
}
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||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent component)
|
||||
{
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switch (message)
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||||
{
|
||||
case PlayerAttachedMsg _:
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SetOverlay(_currentEffect);
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SetEffects(ActiveOverlays);
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break;
|
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case PlayerDetachedMsg _:
|
||||
RemoveOverlay();
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ActiveOverlays = new List<OverlayContainer>();
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break;
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}
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}
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@@ -70,42 +58,77 @@ namespace Content.Client.GameObjects
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||||
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
|
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if (!(curState is OverlayEffectComponentState state) || _currentEffect == state.ScreenEffect) return;
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SetOverlay(state.ScreenEffect);
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}
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||||
private void SetOverlay(ScreenEffects effect)
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{
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||||
RemoveOverlay();
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||||
_currentEffect = effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
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{
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var appliedEffect = _effectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(appliedEffect.ID);
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return;
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}
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_currentEffect = ScreenEffects.None;
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ActiveOverlays = state.Overlays;
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||||
}
|
||||
|
||||
private void ApplyOverlay()
|
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private void SetEffects(List<OverlayContainer> newOverlays)
|
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{
|
||||
if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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||||
foreach (var container in ActiveOverlays.ShallowClone())
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{
|
||||
var overlay = _effectsDictionary[_currentEffect];
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||||
if (_overlayManager.HasOverlay(overlay.ID))
|
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if (!newOverlays.Contains(container))
|
||||
{
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return;
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RemoveOverlay(container);
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}
|
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_overlayManager.AddOverlay(overlay);
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Logger.InfoS("overlay", $"Changed overlay to {overlay}");
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}
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foreach (var container in newOverlays)
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{
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if (!ActiveOverlays.Contains(container))
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{
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AddOverlay(container);
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}
|
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}
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}
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private void RemoveOverlay(OverlayContainer container)
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{
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ActiveOverlays.Remove(container);
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_overlayManager.RemoveOverlay(container.ID);
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}
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||||
private void AddOverlay(OverlayContainer container)
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{
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||||
ActiveOverlays.Add(container);
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if (TryCreateOverlay(container, out var overlay))
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{
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_overlayManager.AddOverlay(overlay);
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}
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else
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{
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Logger.ErrorS("overlay", $"Could not add overlay {container.ID}");
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}
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}
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private bool TryCreateOverlay(OverlayContainer container, out Overlay overlay)
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{
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var overlayTypes = _reflectionManager.GetAllChildren<Overlay>();
|
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var foundType = overlayTypes.FirstOrDefault(t => t.Name == container.ID);
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|
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if (foundType != null)
|
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{
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overlay = Activator.CreateInstance(foundType) as Overlay;
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var configurable = foundType
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.GetInterfaces()
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.FirstOrDefault(type =>
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type.IsGenericType && type.GetGenericTypeDefinition() == typeof(IConfigurable<>)
|
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&& type.GenericTypeArguments.First() == container.GetType());
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if (configurable != null)
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{
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var method = overlay?.GetType().GetMethod("Configure");
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method?.Invoke(overlay, new []{ container });
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}
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return true;
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}
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overlay = default;
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return false;
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}
|
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}
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}
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@@ -0,0 +1,11 @@
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using Content.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
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||||
namespace Content.Client.GameObjects.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class PlaceableSurfaceComponent : SharedPlaceableSurfaceComponent
|
||||
{
|
||||
|
||||
}
|
||||
}
|
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@@ -2,6 +2,7 @@
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||||
using System.Collections.Generic;
|
||||
using Content.Shared.GameObjects.Components.Storage;
|
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using Content.Client.Interfaces.GameObjects;
|
||||
using Content.Client.Interfaces.GameObjects.Components.Interaction;
|
||||
using Robust.Client.Graphics.Drawing;
|
||||
using Robust.Client.Interfaces.GameObjects.Components;
|
||||
using Robust.Client.UserInterface;
|
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@@ -21,7 +22,7 @@ namespace Content.Client.GameObjects.Components.Storage
|
||||
/// Client version of item storage containers, contains a UI which displays stored entities and their size
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
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public class ClientStorageComponent : SharedStorageComponent
|
||||
public class ClientStorageComponent : SharedStorageComponent, IClientDraggable
|
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{
|
||||
private Dictionary<EntityUid, int> StoredEntities { get; set; } = new Dictionary<EntityUid, int>();
|
||||
private int StorageSizeUsed;
|
||||
@@ -316,5 +317,17 @@ namespace Content.Client.GameObjects.Components.Storage
|
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AddChild(hBoxContainer);
|
||||
}
|
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}
|
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public bool ClientCanDropOn(CanDropEventArgs eventArgs)
|
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{
|
||||
//can only drop on placeable surfaces to empty out contents
|
||||
return eventArgs.Target.HasComponent<PlaceableSurfaceComponent>();
|
||||
}
|
||||
|
||||
public bool ClientCanDrag(CanDragEventArgs eventArgs)
|
||||
{
|
||||
//always draggable, at least for now
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,22 @@
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||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Strap;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Strap
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class StrapComponent : SharedStrapComponent
|
||||
{
|
||||
public override StrapPosition Position { get; protected set; }
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
if (!(curState is StrapComponentState strap))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Position = strap.Position;
|
||||
}
|
||||
}
|
||||
}
|
||||
397
Content.Client/GameObjects/EntitySystems/DragDropSystem.cs
Normal file
397
Content.Client/GameObjects/EntitySystems/DragDropSystem.cs
Normal file
@@ -0,0 +1,397 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Client.Interfaces.GameObjects.Components.Interaction;
|
||||
using Content.Client.State;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.EntitySystemMessages;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.GameObjects.EntitySystems;
|
||||
using Robust.Client.Graphics.Shaders;
|
||||
using Robust.Client.Interfaces.Graphics.ClientEye;
|
||||
using Robust.Client.Interfaces.Input;
|
||||
using Robust.Client.Interfaces.State;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Client.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles clientside drag and drop logic
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
public class DragDropSystem : EntitySystem
|
||||
{
|
||||
// drag will be triggered when mouse leaves this deadzone around the click position.
|
||||
private const float DragDeadzone = 2f;
|
||||
// how often to recheck possible targets (prevents calling expensive
|
||||
// check logic each update)
|
||||
private const float TargetRecheckInterval = 0.25f;
|
||||
|
||||
// if a drag ends up being cancelled and it has been under this
|
||||
// amount of time since the mousedown, we will "replay" the original
|
||||
// mousedown event so it can be treated like a regular click
|
||||
private const float MaxMouseDownTimeForReplayingClick = 0.85f;
|
||||
|
||||
private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
|
||||
private const string ShaderDropTargetOutOfRange = "SelectionOutline";
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IStateManager _stateManager;
|
||||
[Dependency] private readonly IEntityManager _entityManager;
|
||||
[Dependency] private readonly IInputManager _inputManager;
|
||||
[Dependency] private readonly IEyeManager _eyeManager;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
// entity performing the drag action
|
||||
private IEntity _dragger;
|
||||
private IEntity _draggedEntity;
|
||||
private IClientDraggable _draggable;
|
||||
private IEntity _dragShadow;
|
||||
private DragState _state;
|
||||
// time since mouse down over the dragged entity
|
||||
private float _mouseDownTime;
|
||||
// screen pos where the mouse down began
|
||||
private Vector2 _mouseDownScreenPos;
|
||||
// how much time since last recheck of all possible targets
|
||||
private float _targetRecheckTime;
|
||||
// reserved initial mousedown event so we can replay it if no drag ends up being performed
|
||||
private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
|
||||
// whether we are currently replaying the original mouse down, so we
|
||||
// can ignore any events sent to this system
|
||||
private bool _isReplaying;
|
||||
|
||||
private ShaderInstance _dropTargetInRangeShader;
|
||||
private ShaderInstance _dropTargetOutOfRangeShader;
|
||||
private SharedInteractionSystem _interactionSystem;
|
||||
private InputSystem _inputSystem;
|
||||
|
||||
private List<SpriteComponent> highlightedSprites = new List<SpriteComponent>();
|
||||
|
||||
private enum DragState
|
||||
{
|
||||
NotDragging,
|
||||
// not dragging yet, waiting to see
|
||||
// if they hold for long enough
|
||||
MouseDown,
|
||||
// currently dragging something
|
||||
Dragging,
|
||||
}
|
||||
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
_state = DragState.NotDragging;
|
||||
|
||||
_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
|
||||
_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
|
||||
_interactionSystem = EntitySystem.Get<SharedInteractionSystem>();
|
||||
_inputSystem = EntitySystem.Get<InputSystem>();
|
||||
// needs to fire on mouseup and mousedown so we can detect a drag / drop
|
||||
CommandBinds.Builder
|
||||
.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false))
|
||||
.Register<DragDropSystem>();
|
||||
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
CancelDrag(false, null);
|
||||
CommandBinds.Unregister<DragDropSystem>();
|
||||
base.Shutdown();
|
||||
}
|
||||
|
||||
private bool OnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
// not currently predicted
|
||||
if (_inputSystem.Predicted) return false;
|
||||
|
||||
// currently replaying a saved click, don't handle this because
|
||||
// we already decided this click doesn't represent an actual drag attempt
|
||||
if (_isReplaying) return false;
|
||||
|
||||
if (args.State == BoundKeyState.Down)
|
||||
{
|
||||
return OnUseMouseDown(args);
|
||||
}
|
||||
else if (args.State == BoundKeyState.Up)
|
||||
{
|
||||
return OnUseMouseUp(args);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
var dragger = args.Session.AttachedEntity;
|
||||
// cancel any current dragging if there is one (shouldn't be because they would've had to have lifted
|
||||
// the mouse, canceling the drag, but just being cautious)
|
||||
CancelDrag(false, null);
|
||||
|
||||
// possibly initiating a drag
|
||||
// check if the clicked entity is draggable
|
||||
if (_entityManager.TryGetEntity(args.EntityUid, out var entity))
|
||||
{
|
||||
// check if the entity is reachable
|
||||
if (_interactionSystem.InRangeUnobstructed(dragger.Transform.MapPosition,
|
||||
entity.Transform.MapPosition, ignoredEnt: dragger) == false)
|
||||
{
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
foreach (var draggable in entity.GetAllComponents<IClientDraggable>())
|
||||
{
|
||||
var dragEventArgs = new CanDragEventArgs(args.Session.AttachedEntity, entity);
|
||||
if (draggable.ClientCanDrag(dragEventArgs))
|
||||
{
|
||||
// wait to initiate a drag
|
||||
_dragger = dragger;
|
||||
_draggedEntity = entity;
|
||||
_draggable = draggable;
|
||||
_mouseDownTime = 0;
|
||||
_state = DragState.MouseDown;
|
||||
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
|
||||
// don't want anything else to process the click,
|
||||
// but we will save the event so we can "re-play" it if this drag does
|
||||
// not turn into an actual drag so the click can be handled normally
|
||||
_savedMouseDown = args;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
if (_state == DragState.MouseDown)
|
||||
{
|
||||
// quick mouseup, definitely treat it as a normal click by
|
||||
// replaying the original
|
||||
CancelDrag(true, args.OriginalMessage);
|
||||
return false;
|
||||
}
|
||||
if (_state != DragState.Dragging) return false;
|
||||
|
||||
// remaining CancelDrag calls will not replay the click because
|
||||
// by this time we've determined the input was actually a drag attempt
|
||||
|
||||
|
||||
// tell the server we are dropping if we are over a valid drop target in range.
|
||||
// We don't use args.EntityUid here because drag interactions generally should
|
||||
// work even if there's something "on top" of the drop target
|
||||
if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
|
||||
args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger) == false)
|
||||
{
|
||||
{
|
||||
CancelDrag(false, null);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
// check if it's able to be dropped on by current dragged entity
|
||||
if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, entity)))
|
||||
{
|
||||
// tell the server about the drop attempt
|
||||
RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
|
||||
entity.Uid));
|
||||
|
||||
CancelDrag(false, null);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
CancelDrag(false, null);
|
||||
return false;
|
||||
}
|
||||
|
||||
private void StartDragging()
|
||||
{
|
||||
// this is checked elsewhere but adding this as a failsafe
|
||||
if (_draggedEntity == null || _draggedEntity.Deleted)
|
||||
{
|
||||
Logger.Error("Programming error. Cannot initiate drag, no dragged entity or entity" +
|
||||
" was deleted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_draggedEntity.TryGetComponent<SpriteComponent>(out var draggedSprite))
|
||||
{
|
||||
_state = DragState.Dragging;
|
||||
// pop up drag shadow under mouse
|
||||
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
|
||||
_dragShadow = _entityManager.SpawnEntity("dragshadow", mousePos);
|
||||
var dragSprite = _dragShadow.GetComponent<SpriteComponent>();
|
||||
dragSprite.CopyFrom(draggedSprite);
|
||||
dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
|
||||
dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
|
||||
// keep it on top of everything
|
||||
dragSprite.DrawDepth = (int) DrawDepth.Overlays;
|
||||
|
||||
HighlightTargets();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Warning("Unable to display drag shadow for {0} because it" +
|
||||
" has no sprite component.", _draggedEntity.Name);
|
||||
}
|
||||
}
|
||||
|
||||
private void HighlightTargets()
|
||||
{
|
||||
if (_state != DragState.Dragging || _draggedEntity == null ||
|
||||
_draggedEntity.Deleted || _dragShadow == null || _dragShadow.Deleted)
|
||||
{
|
||||
Logger.Warning("Programming error. Can't highlight drag and drop targets, not currently " +
|
||||
"dragging anything or dragged entity / shadow was deleted.");
|
||||
return;
|
||||
}
|
||||
|
||||
// highlights the possible targets which are visible
|
||||
// and able to be dropped on by the current dragged entity
|
||||
|
||||
// remove current highlights
|
||||
RemoveHighlights();
|
||||
|
||||
// find possible targets on screen even if not reachable
|
||||
// TODO: Duplicated in SpriteSystem
|
||||
var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
|
||||
var pvsEntities = EntityManager.GetEntitiesIntersecting(_eyeManager.CurrentMap, pvsBounds, true);
|
||||
foreach (var pvsEntity in pvsEntities)
|
||||
{
|
||||
if (pvsEntity.TryGetComponent<SpriteComponent>(out var inRangeSprite))
|
||||
{
|
||||
// can't highlight if there's no sprite or it's not visible
|
||||
if (inRangeSprite.Visible == false) continue;
|
||||
|
||||
// check if it's able to be dropped on by current dragged entity
|
||||
if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity)))
|
||||
{
|
||||
// highlight depending on whether its in or out of range
|
||||
var inRange = _interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
|
||||
pvsEntity.Transform.MapPosition, ignoredEnt: _dragger);
|
||||
inRangeSprite.PostShader = inRange ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
|
||||
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
|
||||
highlightedSprites.Add(inRangeSprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveHighlights()
|
||||
{
|
||||
foreach (var highlightedSprite in highlightedSprites)
|
||||
{
|
||||
highlightedSprite.PostShader = null;
|
||||
highlightedSprite.RenderOrder = 0;
|
||||
}
|
||||
highlightedSprites.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancels the drag, firing our saved drag event if instructed to do so and
|
||||
/// we are within the threshold for replaying the click
|
||||
/// (essentially reverting the drag attempt and allowing the original click
|
||||
/// to proceed as if no drag was performed)
|
||||
/// </summary>
|
||||
/// <param name="cause">if fireSavedCmd is true, this should be passed with the value of
|
||||
/// the pointer cmd that caused the drag to be cancelled</param>
|
||||
private void CancelDrag(bool fireSavedCmd, FullInputCmdMessage cause)
|
||||
{
|
||||
RemoveHighlights();
|
||||
if (_dragShadow != null)
|
||||
{
|
||||
_entityManager.DeleteEntity(_dragShadow);
|
||||
}
|
||||
|
||||
_dragShadow = null;
|
||||
_draggedEntity = null;
|
||||
_draggable = null;
|
||||
_dragger = null;
|
||||
_state = DragState.NotDragging;
|
||||
|
||||
_mouseDownTime = 0;
|
||||
|
||||
if (fireSavedCmd && _savedMouseDown.HasValue && _mouseDownTime < MaxMouseDownTimeForReplayingClick)
|
||||
{
|
||||
var savedValue = _savedMouseDown.Value;
|
||||
_isReplaying = true;
|
||||
// adjust the timing info based on the current tick so it appears as if it happened now
|
||||
var replayMsg = savedValue.OriginalMessage;
|
||||
var adjustedInputMsg = new FullInputCmdMessage(cause.Tick, cause.SubTick, replayMsg.InputFunctionId, replayMsg.State, replayMsg.Coordinates, replayMsg.ScreenCoordinates, replayMsg.Uid);
|
||||
|
||||
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use,
|
||||
adjustedInputMsg, true);
|
||||
_isReplaying = false;
|
||||
}
|
||||
|
||||
_savedMouseDown = null;
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
if (_state == DragState.MouseDown)
|
||||
{
|
||||
var screenPos = _inputManager.MouseScreenPosition;
|
||||
if (_draggedEntity == null || _draggedEntity.Deleted)
|
||||
{
|
||||
// something happened to the clicked entity or we moved the mouse off the target so
|
||||
// we shouldn't replay the original click
|
||||
CancelDrag(false, null);
|
||||
return;
|
||||
}
|
||||
else if ((_mouseDownScreenPos - screenPos).Length > DragDeadzone)
|
||||
{
|
||||
// initiate actual drag
|
||||
StartDragging();
|
||||
_mouseDownTime = 0;
|
||||
}
|
||||
}
|
||||
else if (_state == DragState.Dragging)
|
||||
{
|
||||
if (_draggedEntity == null || _draggedEntity.Deleted)
|
||||
{
|
||||
CancelDrag(false, null);
|
||||
return;
|
||||
}
|
||||
// still in range of the thing we are dragging?
|
||||
if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
|
||||
_draggedEntity.Transform.MapPosition, ignoredEnt: _dragger) == false)
|
||||
{
|
||||
CancelDrag(false, null);
|
||||
return;
|
||||
}
|
||||
|
||||
// keep dragged entity under mouse
|
||||
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
|
||||
// TODO: would use MapPosition instead if it had a setter, but it has no setter.
|
||||
// is that intentional, or should we add a setter for Transform.MapPosition?
|
||||
_dragShadow.Transform.WorldPosition = mousePos.Position;
|
||||
|
||||
_targetRecheckTime += frameTime;
|
||||
if (_targetRecheckTime > TargetRecheckInterval)
|
||||
{
|
||||
HighlightTargets();
|
||||
_targetRecheckTime = 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -46,7 +46,7 @@ namespace Content.Client.GameObjects.EntitySystems
|
||||
|
||||
protected override void SetController(PhysicsComponent physics)
|
||||
{
|
||||
((PhysicsComponent)physics).SetController<MoverController>();
|
||||
physics.SetController<MoverController>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user