Removes the old obsolete input system where the state system directly handles input. Everything is using the InputManager/InputSystem now.

This commit is contained in:
Acruid
2019-09-17 16:24:10 -07:00
parent 81641f49dc
commit 1da37d24ae
8 changed files with 3 additions and 148 deletions
@@ -31,7 +31,6 @@ namespace Robust.Client
public void MouseMove(MouseMoveEventArgs mouseMoveEventArgs)
{
_userInterfaceManager.MouseMove(mouseMoveEventArgs);
_stateManager.MouseMove(mouseMoveEventArgs);
}
/// <summary>
@@ -44,7 +43,6 @@ namespace Robust.Client
{
return;
}
_stateManager.MouseWheelMove(mouseWheelEventArgs);
}
}
}
@@ -88,13 +88,6 @@ namespace Robust.Client.GameObjects
return true;
}
/// <inheritdoc />
public void DispatchClick(IEntity user, ClickType clickType)
{
var message = new ClientEntityClickMsg(user.Uid, clickType);
SendMessage(message);
}
/// <inheritdoc />
public void OnMouseEnter()
{
@@ -22,13 +22,6 @@ namespace Robust.Client.Interfaces.GameObjects.Components
/// <returns>True if the click worked, false otherwise.</returns>
bool CheckClick(Vector2 worldPos, out int drawdepth);
/// <summary>
/// Sends the click to the sister component on the server and things subscribed to
/// </summary>
/// <param name="userUID">The entity owned by the player that clicked.</param>
/// <param name="clickType">See <see cref="MouseClickType" />.</param>
void DispatchClick(IEntity user, ClickType clickType);
/// <summary>
/// Invoked whenever the mouse hovers over this entity.
/// </summary>
@@ -1,5 +1,4 @@
using Robust.Client.Input;
using System;
using System;
using Robust.Shared.Timing;
namespace Robust.Client.Interfaces.State
@@ -12,10 +11,6 @@ namespace Robust.Client.Interfaces.State
void RequestStateChange<T>() where T : Client.State.State, new();
void Update(FrameEventArgs e);
void FrameUpdate(FrameEventArgs e);
void MouseUp(MouseButtonEventArgs e);
void MouseDown(MouseButtonEventArgs e);
void MouseMove(MouseMoveEventArgs e);
void MouseWheelMove(MouseWheelEventArgs e);
void FormResize();
}
+1 -47
View File
@@ -1,6 +1,4 @@
using System;
using Robust.Client.Input;
using Robust.Shared.Timing;
using Robust.Shared.Timing;
namespace Robust.Client.State
{
@@ -23,53 +21,9 @@ namespace Robust.Client.State
public virtual void FrameUpdate(FrameEventArgs e) { }
#region Events
/// <summary>
/// Mouse button was pressed.
/// </summary>
public virtual void MousePressed(MouseButtonEventArgs e) { }
/// <summary>
/// Mouse button was released.
/// </summary>
public virtual void MouseUp(MouseButtonEventArgs e) { }
/// <summary>
/// Mouse button will be pressed.
/// </summary>
public virtual void MouseDown(MouseButtonEventArgs e) { }
/// <summary>
/// Mouse cursor has moved.
/// </summary>
public virtual void MouseMoved(MouseMoveEventArgs e) { }
/// <summary>
/// Mouse cursor will move.
/// </summary>
public virtual void MouseMove(MouseMoveEventArgs e) { }
/// <summary>
/// Mouse wheel has been moved.
/// </summary>
public virtual void MouseWheelMove(MouseWheelEventArgs e) { }
/// <summary>
/// Mouse has entered this screen.
/// </summary>
public virtual void MouseEntered(EventArgs e) { }
/// <summary>
/// Left mouse button has been pressed.
/// </summary>
public virtual void MouseLeft(EventArgs e) { }
/// <summary>
/// The screen has changed size, usually from resizing window. This is called automatically right after Startup.
/// </summary>
public virtual void FormResize() { }
#endregion Events
}
}
+1 -39
View File
@@ -1,5 +1,4 @@
using Robust.Client.Input;
using Robust.Client.Interfaces.State;
using Robust.Client.Interfaces.State;
using Robust.Shared.Log;
using System;
using Robust.Shared.IoC;
@@ -16,8 +15,6 @@ namespace Robust.Client.State
public event Action<StateChangedEventArgs> OnStateChanged;
public State CurrentState { get; private set; }
#region Updates & Statechanges
public void Update(FrameEventArgs e)
{
CurrentState?.Update(e);
@@ -60,40 +57,5 @@ namespace Robust.Client.State
OnStateChanged?.Invoke(new StateChangedEventArgs(old, CurrentState));
}
#endregion Updates & Statechanges
#region Input
public void MouseUp(MouseButtonEventArgs e)
{
CurrentState?.MouseUp(e);
}
public void MouseDown(MouseButtonEventArgs e)
{
CurrentState?.MouseDown(e);
}
public void MouseMove(MouseMoveEventArgs e)
{
CurrentState?.MouseMove(e);
}
public void MouseWheelMove(MouseWheelEventArgs e)
{
CurrentState?.MouseWheelMove(e);
}
public void MouseEntered(EventArgs e)
{
CurrentState?.MouseEntered(e);
}
public void MouseLeft(EventArgs e)
{
CurrentState?.MouseLeft(e);
}
#endregion Input
}
}
-26
View File
@@ -83,38 +83,12 @@ namespace Robust.Client.State.States
}
}
public override void MouseDown(MouseButtonEventArgs eventargs)
{
if (playerManager.LocalPlayer == null)
return;
var mousePosWorld = eyeManager.ScreenToWorld(new ScreenCoordinates(eventargs.Position));
var entityToClick = GetEntityUnderPosition(mousePosWorld);
//Dispatches clicks to relevant clickable components, another single exit point for UI
if (entityToClick == null)
return;
var clickable = entityToClick.GetComponent<IClientClickableComponent>();
clickable.DispatchClick(playerManager.LocalPlayer.ControlledEntity, eventargs.ClickType);
}
public IEntity GetEntityUnderPosition(GridCoordinates coordinates)
{
var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
}
/// <summary>
/// Gets all the entities currently under the mouse cursor.
/// </summary>
/// <returns>A list of the entities, sorted such that the first entry is the top entity.</returns>
public IList<IEntity> GetEntitiesUnderMouse()
{
var mousePosWorld = eyeManager.ScreenToWorld(new ScreenCoordinates(inputManager.MouseScreenPosition));
return GetEntitiesUnderPosition(mousePosWorld);
}
public IList<IEntity> GetEntitiesUnderPosition(GridCoordinates coordinates)
{
// Find all the entities intersecting our click
@@ -17,20 +17,6 @@ namespace Robust.Shared.GameObjects
}
}
[Serializable, NetSerializable]
public class ClientEntityClickMsg : ComponentMessage
{
public EntityUid Uid { get; }
public ClickType Click { get; }
public ClientEntityClickMsg(EntityUid uid, ClickType click)
{
Directed = true;
Uid = uid;
Click = click;
}
}
public class RelayMovementEntityMessage : ComponentMessage
{
public IEntity Entity { get; set; }