Small UI refactor pieces (#11026)

* ActionType rename Name to DisplayName

* Gameplay State rename+move
This commit is contained in:
wrexbe
2022-09-04 17:21:14 -07:00
committed by GitHub
parent 2c0dd52776
commit c55a015b77
27 changed files with 61 additions and 56 deletions

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using Content.Client.Alerts.UI;
using Content.Client.Chat;
using Content.Client.Chat.Managers;
using Content.Client.Chat.UI;
using Content.Client.Construction.UI;
using Content.Client.Hands;
using Content.Client.HUD;
using Content.Client.HUD.UI;
using Content.Client.Viewport;
using Content.Client.Voting;
using Content.Shared.Chat;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Client.Gameplay
{
public sealed class GameplayState : GameplayStateBase, IMainViewportState
{
public static readonly Vector2i ViewportSize = (EyeManager.PixelsPerMeter * 21, EyeManager.PixelsPerMeter * 15);
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IVoteManager _voteManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[ViewVariables] private ChatBox? _gameChat;
private ConstructionMenuPresenter? _constructionMenu;
private AlertsFramePresenter? _alertsFramePresenter;
private FpsCounter _fpsCounter = default!;
public MainViewport Viewport { get; private set; } = default!;
protected override void Startup()
{
base.Startup();
_gameChat = new HudChatBox {PreferredChannel = ChatSelectChannel.Local};
UserInterfaceManager.StateRoot.AddChild(_gameChat);
LayoutContainer.SetAnchorAndMarginPreset(_gameChat, LayoutContainer.LayoutPreset.TopRight, margin: 10);
LayoutContainer.SetAnchorAndMarginPreset(_gameChat, LayoutContainer.LayoutPreset.TopRight, margin: 10);
LayoutContainer.SetMarginLeft(_gameChat, -475);
LayoutContainer.SetMarginBottom(_gameChat, HudChatBox.InitialChatBottom);
_chatManager.ChatBoxOnResized(new ChatResizedEventArgs(HudChatBox.InitialChatBottom));
Viewport = new MainViewport
{
Viewport =
{
ViewportSize = ViewportSize
}
};
_userInterfaceManager.StateRoot.AddChild(Viewport);
LayoutContainer.SetAnchorPreset(Viewport, LayoutContainer.LayoutPreset.Wide);
Viewport.SetPositionFirst();
_userInterfaceManager.StateRoot.AddChild(_gameHud.RootControl);
_chatManager.SetChatBox(_gameChat);
_voteManager.SetPopupContainer(_gameHud.VoteContainer);
ChatInput.SetupChatInputHandlers(_inputManager, _gameChat);
SetupPresenters();
_eyeManager.MainViewport = Viewport.Viewport;
_overlayManager.AddOverlay(new ShowHandItemOverlay());
_fpsCounter = new FpsCounter(_gameTiming);
_userInterfaceManager.StateRoot.AddChild(_fpsCounter);
_fpsCounter.Visible = _configurationManager.GetCVar(CCVars.HudFpsCounterVisible);
_configurationManager.OnValueChanged(CCVars.HudFpsCounterVisible, (show) => { _fpsCounter.Visible = show; });
}
protected override void Shutdown()
{
_overlayManager.RemoveOverlay<ShowHandItemOverlay>();
DisposePresenters();
base.Shutdown();
_gameChat?.Dispose();
Viewport.Dispose();
_gameHud.RootControl.Orphan();
// Clear viewport to some fallback, whatever.
_eyeManager.MainViewport = _userInterfaceManager.MainViewport;
_fpsCounter.Dispose();
}
/// <summary>
/// All UI Presenters should be constructed in here.
/// </summary>
private void SetupPresenters()
{
// HUD
_alertsFramePresenter = new AlertsFramePresenter();
// Windows
_constructionMenu = new ConstructionMenuPresenter(_gameHud);
}
/// <summary>
/// All UI Presenters should be disposed in here.
/// </summary>
private void DisposePresenters()
{
// Windows
_constructionMenu?.Dispose();
// HUD
_alertsFramePresenter?.Dispose();
}
internal static void FocusChat(ChatBox chat)
{
if (chat.UserInterfaceManager.KeyboardFocused != null)
return;
chat.Focus();
}
internal static void FocusChannel(ChatBox chat, ChatSelectChannel channel)
{
if (chat.UserInterfaceManager.KeyboardFocused != null)
return;
chat.Focus(channel);
}
public override void FrameUpdate(FrameEventArgs e)
{
base.FrameUpdate(e);
Viewport.Viewport.Eye = _eyeManager.CurrentEye;
}
protected override void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
{
if (args.Viewport == null)
base.OnKeyBindStateChanged(new ViewportBoundKeyEventArgs(args.KeyEventArgs, Viewport.Viewport));
else
base.OnKeyBindStateChanged(args);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.Clickable;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Containers;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Gameplay
{
// OH GOD.
// Ok actually it's fine.
// Instantiated dynamically through the StateManager, Dependencies will be resolved.
[Virtual]
public class GameplayStateBase : State, IEntityEventSubscriber
{
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] protected readonly IUserInterfaceManager UserInterfaceManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private ClickableEntityComparer _comparer = default!;
protected override void Startup()
{
_inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
_comparer = new ClickableEntityComparer(_entityManager);
}
protected override void Shutdown()
{
_inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
}
public EntityUid? GetEntityUnderPosition(MapCoordinates coordinates)
{
var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
}
public IList<EntityUid> GetEntitiesUnderPosition(EntityCoordinates coordinates)
{
return GetEntitiesUnderPosition(coordinates.ToMap(_entityManager));
}
public IList<EntityUid> GetEntitiesUnderPosition(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var entities = EntitySystem.Get<EntityLookupSystem>().GetEntitiesIntersecting(coordinates.MapId,
Box2.CenteredAround(coordinates.Position, (1, 1)));
var containerSystem = _entitySystemManager.GetEntitySystem<SharedContainerSystem>();
// Check the entities against whether or not we can click them
var foundEntities = new List<(EntityUid clicked, int drawDepth, uint renderOrder)>();
foreach (var entity in entities)
{
if (_entityManager.TryGetComponent<ClickableComponent?>(entity, out var component)
&& !containerSystem.IsEntityInContainer(entity)
&& component.CheckClick(coordinates.Position, out var drawDepthClicked, out var renderOrder))
{
foundEntities.Add((entity, drawDepthClicked, renderOrder));
}
}
if (foundEntities.Count == 0)
return Array.Empty<EntityUid>();
foundEntities.Sort(_comparer);
// 0 is the top element.
foundEntities.Reverse();
return foundEntities.Select(a => a.clicked).ToList();
}
private sealed class ClickableEntityComparer : IComparer<(EntityUid clicked, int depth, uint renderOrder)>
{
private readonly IEntityManager _entities;
public ClickableEntityComparer(IEntityManager entities)
{
_entities = entities;
}
public int Compare((EntityUid clicked, int depth, uint renderOrder) x,
(EntityUid clicked, int depth, uint renderOrder) y)
{
var val = x.depth.CompareTo(y.depth);
if (val != 0)
{
return val;
}
// Turning this off it can make picking stuff out of lockers and such up a bit annoying.
/*
val = x.renderOrder.CompareTo(y.renderOrder);
if (val != 0)
{
return val;
}
*/
var transX = _entities.GetComponent<TransformComponent>(x.clicked);
var transY = _entities.GetComponent<TransformComponent>(y.clicked);
val = transX.Coordinates.Y.CompareTo(transY.Coordinates.Y);
if (val != 0)
{
return val;
}
return x.clicked.CompareTo(y.clicked);
}
}
/// <summary>
/// Converts a state change event from outside the simulation to inside the simulation.
/// </summary>
/// <param name="args">Event data values for a bound key state change.</param>
protected virtual void OnKeyBindStateChanged(ViewportBoundKeyEventArgs args)
{
// If there is no InputSystem, then there is nothing to forward to, and nothing to do here.
if(!_entitySystemManager.TryGetEntitySystem(out InputSystem? inputSys))
return;
var kArgs = args.KeyEventArgs;
var func = kArgs.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
EntityCoordinates coordinates = default;
EntityUid? entityToClick = null;
if (args.Viewport is IViewportControl vp)
{
var mousePosWorld = vp.ScreenToMap(kArgs.PointerLocation.Position);
entityToClick = GetEntityUnderPosition(mousePosWorld);
coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
EntityCoordinates.FromMap(_mapManager, mousePosWorld);
}
var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, kArgs.State,
coordinates , kArgs.PointerLocation,
entityToClick ?? default); // TODO make entityUid nullable
// client side command handlers will always be sent the local player session.
var session = _playerManager.LocalPlayer?.Session;
if (inputSys.HandleInputCommand(session, func, message))
{
kArgs.Handle();
}
}
}
}