mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
180 lines
7.2 KiB
C#
180 lines
7.2 KiB
C#
using Robust.Client.Input;
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using Robust.Client.Interfaces.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.Placement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Player;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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namespace Robust.Client.State.States
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{
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// OH GOD.
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// Ok actually it's fine.
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// Instantiated dynamically through the StateManager, Dependencies will be resolved.
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public sealed partial class GameScreen : State
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{
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[Dependency] private readonly IClientEntityManager _entityManager;
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[Dependency] private readonly IComponentManager _componentManager;
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[Dependency] private readonly IInputManager inputManager;
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[Dependency] private readonly IPlayerManager playerManager;
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[Dependency] private readonly IUserInterfaceManager userInterfaceManager;
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[Dependency] private readonly IPlacementManager placementManager;
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[Dependency] private readonly IEyeManager eyeManager;
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[Dependency] private readonly IEntitySystemManager entitySystemManager;
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[Dependency] private readonly IGameTiming timing;
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[Dependency] private readonly IMapManager _mapManager;
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private IEntity lastHoveredEntity;
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public override void Startup()
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{
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inputManager.KeyBindStateChanged += OnKeyBindStateChanged;
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}
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public override void Shutdown()
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{
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playerManager.LocalPlayer.DetachEntity();
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userInterfaceManager.StateRoot.DisposeAllChildren();
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inputManager.KeyBindStateChanged -= OnKeyBindStateChanged;
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}
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public override void Update(ProcessFrameEventArgs e)
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{
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_componentManager.CullRemovedComponents();
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_entityManager.Update(e.Elapsed);
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playerManager.Update(e.Elapsed);
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}
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public override void FrameUpdate(RenderFrameEventArgs e)
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{
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placementManager.FrameUpdate(e);
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_entityManager.FrameUpdate(e.Elapsed);
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var mousePosWorld = eyeManager.ScreenToWorld(new ScreenCoordinates(inputManager.MouseScreenPosition));
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var entityToClick = GetEntityUnderPosition(mousePosWorld);
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if (entityToClick == lastHoveredEntity)
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{
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return;
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}
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if (lastHoveredEntity != null && !lastHoveredEntity.Deleted)
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{
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lastHoveredEntity.GetComponent<IClientClickableComponent>().OnMouseLeave();
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}
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lastHoveredEntity = entityToClick;
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if (lastHoveredEntity != null)
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{
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lastHoveredEntity.GetComponent<IClientClickableComponent>().OnMouseEnter();
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}
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}
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public override void MouseDown(MouseButtonEventArgs eventargs)
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{
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if (playerManager.LocalPlayer == null)
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return;
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var mousePosWorld = eyeManager.ScreenToWorld(new ScreenCoordinates(eventargs.Position));
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var entityToClick = GetEntityUnderPosition(mousePosWorld);
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//Dispatches clicks to relevant clickable components, another single exit point for UI
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if (entityToClick == null)
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return;
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var clickable = entityToClick.GetComponent<IClientClickableComponent>();
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clickable.DispatchClick(playerManager.LocalPlayer.ControlledEntity, eventargs.ClickType);
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}
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public IEntity GetEntityUnderPosition(GridCoordinates coordinates)
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{
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var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
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return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
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}
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/// <summary>
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/// Gets all the entities currently under the mouse cursor.
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/// </summary>
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/// <returns>A list of the entities, sorted such that the first entry is the top entity.</returns>
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public IList<IEntity> GetEntitiesUnderMouse()
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{
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var mousePosWorld = eyeManager.ScreenToWorld(new ScreenCoordinates(inputManager.MouseScreenPosition));
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return GetEntitiesUnderPosition(mousePosWorld);
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}
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public IList<IEntity> GetEntitiesUnderPosition(GridCoordinates coordinates)
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{
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// Find all the entities intersecting our click
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var entities = _entityManager.GetEntitiesIntersecting(_mapManager.GetGrid(coordinates.GridID).ParentMapId, coordinates.Position);
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(IEntity clicked, int drawDepth)>();
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent<IClientClickableComponent>(out var component)
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&& entity.Transform.IsMapTransform
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&& component.CheckClick(coordinates, out var drawDepthClicked))
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{
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foundEntities.Add((entity, drawDepthClicked));
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}
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}
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if (foundEntities.Count == 0)
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return new List<IEntity>();
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foundEntities.Sort(new ClickableEntityComparer());
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// 0 is the top element.
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foundEntities.Reverse();
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return foundEntities.Select(a => a.clicked).ToList();
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}
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internal class ClickableEntityComparer : IComparer<(IEntity clicked, int depth)>
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{
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public int Compare((IEntity clicked, int depth) x, (IEntity clicked, int depth) y)
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{
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var val = x.depth.CompareTo(y.depth);
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if (val != 0)
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{
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return val;
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}
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var transx = x.clicked.Transform;
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var transy = y.clicked.Transform;
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return transx.GridPosition.Y.CompareTo(transy.GridPosition.Y);
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}
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}
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/// <summary>
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/// Converts a state change event from outside the simulation to inside the simulation.
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/// </summary>
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/// <param name="args">Event data values for a bound key state change.</param>
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private void OnKeyBindStateChanged(BoundKeyEventArgs args)
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{
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var inputSys = entitySystemManager.GetEntitySystem<InputSystem>();
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var func = args.Function;
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var funcId = inputManager.NetworkBindMap.KeyFunctionID(func);
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var mousePosWorld = eyeManager.ScreenToWorld(args.PointerLocation);
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var entityToClick = GetEntityUnderPosition(mousePosWorld);
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var message = new FullInputCmdMessage(timing.CurTick, funcId, args.State, mousePosWorld, args.PointerLocation, entityToClick?.Uid ?? EntityUid.Invalid);
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// client side command handlers will always be sent the local player session.
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var session = playerManager.LocalPlayer.Session;
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inputSys.HandleInputCommand(session, func, message);
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}
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}
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}
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