mirror of
https://github.com/space-wizards/space-station-14.git
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* Apply patch1777eea9a4..6b32bb2b14Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make red squiggly line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add todo list Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add palette to `TextureButton` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * migrate `ContextMenu` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak NT colors * New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet` * Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons` * move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak color & update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chat is this real (update chat palette) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `SmallButton` and remove some obsolete things from `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * replace `ButtonColorGreen` with `Positive` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `Placeholder` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Examine popup buttons Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * move over more things & cleanup `StyleNano` more (under 1000 lines!!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove some more redundant stuff Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Undo style change for chat window Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * paper editing works now Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `OptionButton` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix `ActionButton` not having highlighting Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ButtonBig` and more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move items inheriting from `ISheetletConfig` into their own directory Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Cleanup & move `Label` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Action search box styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Moved, stuff is Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap & move over MORE stuff (just like one thing left!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Change status classes to appropriate existing classes Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove remaining references to `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Fix some hardcoding & broken code, `GetFromControl` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Scrollbars! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chores Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * clean up `StyleClass.cs` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ItemListSheetlet` refactor Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * more chores! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Consistency w/ directory structure Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `MainMenuSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ColorPalette` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * whoopsie Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove most sheet-specific sheetlets Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * MASSIVE resharper skill issue Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually use `ISheetletConfig` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * have specific sheetlet be specific Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `GetResourceOr` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & move / remove `IPalette`s Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually do specific stylesheets correctly & fix tooltips Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & logging Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `FontKind` and `FontKindExtensions` to their own files Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `InterfaceStylesheet` to `SystemStylesheet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * change `ButtonHovered` etc to `PseudoHovered` etc Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * give the palettes fun names Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `StyleSpace` is no more Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * It should compile now! I am now going to bed (fr) if it fails it fails Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make squiggly red line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * add additional type restrictions to sheetlets * `CommonStylesheet` * minor cleanup * Make `GetSheetletRules` not horrible * wait this was duplicating style rules. oops! * move some sheetlets to their associated xamls * oh wait apparently that was important * review pass 1 * review pass 2 (font & color stuff) * review pass 3: remove unused stuff / filename fix * fix warnings & "replace cast with explicit variable type" * move `Palette` stuff to its own directory * tweak colors (they're different now that I actually fixed the OKlab thing) * review pass 4: little things * make window close button grey before hovering * refactor `HLine` to make it less terrible and allow it to be styled * fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding * band-aid missing references in `StyleNano` * move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper` * remove dictionary field from `IStylesheetManager` * Add check for unloaded sheetlets * style tweaks to satisfy OCD * I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow` * tweak palettes for like the fourth time * construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete * rename `BackgroundPanel` classes for consistency * tweak window / `ListContainer` * oh right you use `///` not `/**` * font system is bad, make it temporary * acknowledge Divider funkyness * remove use of class `Disabled` * `ColorPalette` allow overriding colors with brace initialization * review pass again * tweak disabled button colors * `StatusPalette` tweaks * typo * Make squiggly red line go away * Delete `Redux` * Remove all references to `Redux` * make red less radioactive * Store stylesheet name inside stylesheet class * fix merge errors * use RT's Oklab support instead * shuffle around `StylesheetManager` fields * apply stylesheets based off `StylesheetComponent` * simplify `ColorPalette` construction * add todo for `SheetletConfigType` * `OptionButton` has a background color now * fix disabled buttons * sigh (red color palette fixed) * make `ItemList` use primary palette * Revert "apply stylesheets based off `StylesheetComponent`" This reverts commitc05b147da8. * dead code removal * buttons are green when pressed (we need togglebuttons) --------- Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
309 lines
12 KiB
C#
309 lines
12 KiB
C#
using System.Numerics;
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using Content.Client.Tabletop.UI;
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using Content.Client.Viewport;
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using Content.Shared.Tabletop;
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using Content.Shared.Tabletop.Components;
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using Content.Shared.Tabletop.Events;
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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.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using static Robust.Shared.Input.Binding.PointerInputCmdHandler;
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namespace Content.Client.Tabletop
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{
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[UsedImplicitly]
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public sealed class TabletopSystem : SharedTabletopSystem
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{
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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// Time in seconds to wait until sending the location of a dragged entity to the server again
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private const float Delay = 1f / 10; // 10 Hz
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private float _timePassed; // Time passed since last update sent to the server.
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private EntityUid? _draggedEntity; // Entity being dragged
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private ScalingViewport? _viewport; // Viewport currently being used
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private BaseWindow? _window; // Current open tabletop window (only allow one at a time)
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private EntityUid? _table; // The table entity of the currently open game session
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true))
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.Bind(EngineKeyFunctions.UseSecondary, new PointerInputCmdHandler(OnUseSecondary, true, true))
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.Register<TabletopSystem>();
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SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentRemove>(HandleDraggableRemoved);
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SubscribeLocalEvent<TabletopDraggableComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void HandleDraggableRemoved(EntityUid uid, TabletopDraggableComponent component, ComponentRemove args)
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{
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if (_draggedEntity == uid)
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StopDragging(false);
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}
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public override void FrameUpdate(float frameTime)
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{
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if (_window == null)
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return;
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// If there is no player entity, return
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if (_playerManager.LocalEntity is not { } playerEntity)
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return;
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if (!CanSeeTable(playerEntity, _table))
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{
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StopDragging();
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_window?.Close();
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return;
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}
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// If no entity is being dragged or no viewport is clicked, return
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if (_draggedEntity == null || _viewport == null) return;
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if (!CanDrag(playerEntity, _draggedEntity.Value, out var draggableComponent))
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{
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StopDragging();
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return;
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}
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// If the dragged entity has another dragging player, drop the item
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// This should happen if the local player is dragging an item, and another player grabs it out of their hand
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if (draggableComponent.DraggingPlayer != null &&
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draggableComponent.DraggingPlayer != _playerManager.LocalSession!.UserId)
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{
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StopDragging(false);
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return;
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}
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// Map mouse position to EntityCoordinates
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var coords = _viewport.PixelToMap(_inputManager.MouseScreenPosition.Position);
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// Clamp coordinates to viewport
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var clampedCoords = ClampPositionToViewport(coords, _viewport);
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if (clampedCoords.Equals(MapCoordinates.Nullspace)) return;
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// Move the entity locally every update
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_transformSystem.SetWorldPosition(_draggedEntity.Value, clampedCoords.Position);
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// Increment total time passed
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_timePassed += frameTime;
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// Only send new position to server when Delay is reached
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if (_timePassed >= Delay && _table != null)
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{
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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), clampedCoords, GetNetEntity(_table.Value)));
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_timePassed -= Delay;
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}
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}
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#region Event handlers
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/// <summary>
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/// Runs when the player presses the "Play Game" verb on a tabletop game.
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/// Opens a viewport where they can then play the game.
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/// </summary>
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private void OnTabletopPlay(TabletopPlayEvent msg)
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{
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// Close the currently opened window, if it exists
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_window?.Close();
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_table = GetEntity(msg.TableUid);
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// Get the camera entity that the server has created for us
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var camera = GetEntity(msg.CameraUid);
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if (!TryComp<EyeComponent>(camera, out var eyeComponent))
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{
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// If there is no eye, print error and do not open any window
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Log.Error("Camera entity does not have eye component!");
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return;
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}
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// Create a window to contain the viewport
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_window = new TabletopWindow(eyeComponent.Eye, (msg.Size.X, msg.Size.Y))
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{
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MinWidth = 500,
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MinHeight = 436,
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Title = msg.Title
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};
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_window.OnClose += OnWindowClose;
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}
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private void OnWindowClose()
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{
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if (_table != null)
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{
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RaiseNetworkEvent(new TabletopStopPlayingEvent(GetNetEntity(_table.Value)));
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}
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StopDragging();
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_window = null;
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}
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private bool OnUse(in PointerInputCmdArgs args)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return false;
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return args.State switch
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{
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BoundKeyState.Down => OnMouseDown(args),
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BoundKeyState.Up => OnMouseUp(args),
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_ => false
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};
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}
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private bool OnUseSecondary(in PointerInputCmdArgs args)
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{
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if (_draggedEntity != null && _table != null)
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{
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var ev = new TabletopRequestTakeOut
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{
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Entity = GetNetEntity(_draggedEntity.Value),
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TableUid = GetNetEntity(_table.Value)
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};
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RaiseNetworkEvent(ev);
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}
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return false;
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}
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private bool OnMouseDown(in PointerInputCmdArgs args)
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{
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// Return if no player entity
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if (_playerManager.LocalEntity is not { } playerEntity)
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return false;
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var entity = args.EntityUid;
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// Return if can not see table or stunned/no hands
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if (!CanSeeTable(playerEntity, _table) || !CanDrag(playerEntity, entity, out _))
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{
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return false;
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}
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// Try to get the viewport under the cursor
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if (_uiManger.MouseGetControl(args.ScreenCoordinates) as ScalingViewport is not { } viewport)
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{
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return false;
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}
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StartDragging(entity, viewport);
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return true;
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}
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private bool OnMouseUp(in PointerInputCmdArgs args)
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{
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StopDragging();
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return false;
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}
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private void OnAppearanceChange(EntityUid uid, TabletopDraggableComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
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{
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_sprite.SetScale((uid, args.Sprite), scale);
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}
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if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
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{
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_sprite.SetDrawDepth((uid, args.Sprite), drawDepth);
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}
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}
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#endregion
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#region Utility
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/// <summary>
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/// Start dragging an entity in a specific viewport.
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/// </summary>
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/// <param name="draggedEntity">The entity that we start dragging.</param>
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/// <param name="viewport">The viewport in which we are dragging.</param>
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private void StartDragging(EntityUid draggedEntity, ScalingViewport viewport)
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{
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(draggedEntity), true));
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_draggedEntity = draggedEntity;
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_viewport = viewport;
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}
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/// <summary>
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/// Stop dragging the entity.
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/// </summary>
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/// <param name="broadcast">Whether to tell other clients that we stopped dragging.</param>
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private void StopDragging(bool broadcast = true)
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{
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// Set the dragging player on the component to noone
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if (broadcast && _draggedEntity != null && HasComp<TabletopDraggableComponent>(_draggedEntity.Value))
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{
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RaisePredictiveEvent(new TabletopMoveEvent(GetNetEntity(_draggedEntity.Value), Transforms.GetMapCoordinates(_draggedEntity.Value), GetNetEntity(_table!.Value)));
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RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(GetNetEntity(_draggedEntity.Value), false));
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}
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_draggedEntity = null;
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_viewport = null;
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}
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/// <summary>
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/// Clamps coordinates within a viewport. ONLY WORKS FOR 90 DEGREE ROTATIONS!
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/// </summary>
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/// <param name="coordinates">The coordinates to be clamped.</param>
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/// <param name="viewport">The viewport to clamp the coordinates to.</param>
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/// <returns>Coordinates clamped to the viewport.</returns>
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private static MapCoordinates ClampPositionToViewport(MapCoordinates coordinates, ScalingViewport viewport)
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{
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if (coordinates == MapCoordinates.Nullspace) return MapCoordinates.Nullspace;
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var eye = viewport.Eye;
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if (eye == null)
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return MapCoordinates.Nullspace;
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var size = (Vector2)viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
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var eyePosition = eye.Position.Position;
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var eyeRotation = eye.Rotation;
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var eyeScale = eye.Scale;
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var min = (eyePosition - size / 2) / eyeScale;
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var max = (eyePosition + size / 2) / eyeScale;
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// If 90/270 degrees rotated, flip X and Y
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if (MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, 90d) || MathHelper.CloseToPercent(eyeRotation.Degrees % 180d, -90d))
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{
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(min.Y, min.X) = (min.X, min.Y);
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(max.Y, max.X) = (max.X, max.Y);
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}
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var clampedPosition = Vector2.Clamp(coordinates.Position, min, max);
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// Use the eye's map ID, we don't want anything moving to a different map!
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return new MapCoordinates(clampedPosition, eye.Position.MapId);
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}
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#endregion
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}
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}
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