Files
Delta-v/Content.Client/Interaction/DragDropSystem.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

582 lines
19 KiB
C#

using System.Numerics;
using Content.Client.CombatMode;
using Content.Client.Gameplay;
using Content.Client.Outline;
using Content.Shared.ActionBlocker;
using Content.Shared.CCVar;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Configuration;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Interaction;
/// <summary>
/// Handles clientside drag and drop logic
/// </summary>
public sealed class DragDropSystem : SharedDragDropSystem
{
private static readonly ProtoId<ShaderPrototype> ShaderDropTargetInRange = "SelectionOutlineInrange";
private static readonly ProtoId<ShaderPrototype> ShaderDropTargetOutOfRange = "SelectionOutline";
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfgMan = default!;
[Dependency] private readonly InteractionOutlineSystem _outline = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly CombatModeSystem _combatMode = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
// 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;
/// <summary>
/// Current entity being dragged around.
/// </summary>
private EntityUid? _draggedEntity;
/// <summary>
/// If an entity is being dragged is there a drag shadow.
/// </summary>
private EntityUid? _dragShadow;
/// <summary>
/// Time since mouse down over the dragged entity
/// </summary>
private float _mouseDownTime;
/// <summary>
/// how much time since last recheck of all possible targets
/// </summary>
private float _targetRecheckTime;
/// <summary>
/// Reserved initial mousedown event so we can replay it if no drag ends up being performed
/// </summary>
private PointerInputCmdHandler.PointerInputCmdArgs? _savedMouseDown;
/// <summary>
/// Whether we are currently replaying the original mouse down, so we
/// can ignore any events sent to this system
/// </summary>
private bool _isReplaying;
public float Deadzone;
private DragState _state = DragState.NotDragging;
/// <summary>
/// screen pos where the mouse down began for the drag
/// </summary>
private ScreenCoordinates? _mouseDownScreenPos;
private ShaderInstance? _dropTargetInRangeShader;
private ShaderInstance? _dropTargetOutOfRangeShader;
private readonly List<SpriteComponent> _highlightedSprites = new();
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
UpdatesAfter.Add(typeof(SharedEyeSystem));
Subs.CVar(_cfgMan, CCVars.DragDropDeadZone, SetDeadZone, true);
_dropTargetInRangeShader = _prototypeManager.Index(ShaderDropTargetInRange).Instance();
_dropTargetOutOfRangeShader = _prototypeManager.Index(ShaderDropTargetOutOfRange).Instance();
// needs to fire on mouseup and mousedown so we can detect a drag / drop
CommandBinds.Builder
.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
.Register<DragDropSystem>();
}
private void SetDeadZone(float deadZone)
{
Deadzone = deadZone;
}
public override void Shutdown()
{
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);
}
if (args.State == BoundKeyState.Up)
{
return OnUseMouseUp(args);
}
return false;
}
private void EndDrag()
{
if (_state == DragState.NotDragging)
return;
if (_dragShadow != null)
{
Del(_dragShadow.Value);
_dragShadow = null;
}
_draggedEntity = null;
_state = DragState.NotDragging;
_mouseDownScreenPos = null;
RemoveHighlights();
_outline.SetEnabled(true);
_mouseDownTime = 0;
_savedMouseDown = null;
}
private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (args.Session?.AttachedEntity is not { Valid: true } dragger ||
_combatMode.IsInCombatMode())
{
return false;
}
// 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)
EndDrag();
var entity = args.EntityUid;
// possibly initiating a drag
// check if the clicked entity is draggable
if (!Exists(entity))
{
return false;
}
// check if the entity is reachable
if (!_interactionSystem.InRangeUnobstructed(dragger, entity))
{
return false;
}
var ev = new CanDragEvent();
RaiseLocalEvent(entity, ref ev);
if (ev.Handled != true)
return false;
_draggedEntity = entity;
_state = DragState.MouseDown;
_mouseDownScreenPos = args.ScreenCoordinates;
_mouseDownTime = 0;
// 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;
}
private void StartDrag()
{
if (!Exists(_draggedEntity))
{
// something happened to the clicked entity or we moved the mouse off the target so
// we shouldn't replay the original click
return;
}
_state = DragState.Dragging;
DebugTools.Assert(_dragShadow == null);
_outline.SetEnabled(false);
HighlightTargets();
if (TryComp<SpriteComponent>(_draggedEntity, out var draggedSprite))
{
var screenPos = _inputManager.MouseScreenPosition;
// No _draggedEntity in null window (Happens in tests)
if (!screenPos.IsValid)
return;
// pop up drag shadow under mouse
var mousePos = _eyeManager.PixelToMap(screenPos);
_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
var dragSprite = Comp<SpriteComponent>(_dragShadow.Value);
_sprite.CopySprite((_draggedEntity.Value, draggedSprite), (_dragShadow.Value, dragSprite));
dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
_sprite.SetColor((_dragShadow.Value, dragSprite), dragSprite.Color.WithAlpha(0.7f));
// keep it on top of everything
_sprite.SetDrawDepth((_dragShadow.Value, dragSprite), (int)DrawDepth.Overlays);
if (!dragSprite.NoRotation)
{
_transformSystem.SetWorldRotationNoLerp(_dragShadow.Value, _transformSystem.GetWorldRotation(_draggedEntity.Value));
}
// drag initiated
return;
}
Log.Warning($"Unable to display drag shadow for {ToPrettyString(_draggedEntity.Value)} because it has no sprite component.");
}
private bool UpdateDrag(float frameTime)
{
if (!Exists(_draggedEntity) || _combatMode.IsInCombatMode())
{
EndDrag();
return false;
}
var player = _playerManager.LocalEntity;
// still in range of the thing we are dragging?
if (player == null || !_interactionSystem.InRangeUnobstructed(player.Value, _draggedEntity.Value))
{
return false;
}
if (_dragShadow == null)
return false;
_targetRecheckTime += frameTime;
if (_targetRecheckTime > TargetRecheckInterval)
{
HighlightTargets();
_targetRecheckTime -= TargetRecheckInterval;
}
return true;
}
private bool OnUseMouseUp(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (_state == DragState.MouseDown)
{
// haven't started the drag yet, quick mouseup, definitely treat it as a normal click by
// replaying the original cmd
try
{
if (_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;
switch (replayMsg)
{
case ClientFullInputCmdMessage clientInput:
replayMsg = new ClientFullInputCmdMessage(args.OriginalMessage.Tick,
args.OriginalMessage.SubTick,
replayMsg.InputFunctionId)
{
State = replayMsg.State,
Coordinates = clientInput.Coordinates,
ScreenCoordinates = clientInput.ScreenCoordinates,
Uid = clientInput.Uid,
};
break;
case FullInputCmdMessage fullInput:
replayMsg = new FullInputCmdMessage(args.OriginalMessage.Tick,
args.OriginalMessage.SubTick,
replayMsg.InputFunctionId, replayMsg.State, fullInput.Coordinates, fullInput.ScreenCoordinates,
fullInput.Uid);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (savedValue.Session != null)
{
_inputSystem.HandleInputCommand(savedValue.Session, EngineKeyFunctions.Use, replayMsg,
true);
}
_isReplaying = false;
}
}
finally
{
EndDrag();
}
return false;
}
var localPlayer = _playerManager.LocalEntity;
if (localPlayer == null || !Exists(_draggedEntity))
{
EndDrag();
return false;
}
IEnumerable<EntityUid> entities;
var coords = args.Coordinates;
if (_stateManager.CurrentState is GameplayState screen)
{
entities = screen.GetClickableEntities(coords);
}
else
{
entities = Array.Empty<EntityUid>();
}
var outOfRange = false;
var user = localPlayer.Value;
foreach (var entity in entities)
{
if (entity == _draggedEntity)
continue;
// check if it's able to be dropped on by current dragged entity
var valid = ValidDragDrop(user, _draggedEntity.Value, entity);
if (valid != true) continue;
if (!_interactionSystem.InRangeUnobstructed(user, entity)
|| !_interactionSystem.InRangeUnobstructed(user, _draggedEntity.Value))
{
outOfRange = true;
continue;
}
// tell the server about the drop attempt
RaisePredictiveEvent(new DragDropRequestEvent(GetNetEntity(_draggedEntity.Value), GetNetEntity(entity)));
EndDrag();
return true;
}
if (outOfRange)
{
_popup.PopupEntity(Loc.GetString("drag-drop-system-out-of-range-text"), _draggedEntity.Value, Filter.Local(), true);
}
EndDrag();
return false;
}
// TODO make this just use TargetOutlineSystem
private void HighlightTargets()
{
if (!Exists(_draggedEntity) ||
!Exists(_dragShadow))
{
return;
}
var user = _playerManager.LocalEntity;
if (user == null)
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 and TargetOutlineSystem. Should probably be cached somewhere for a frame?
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
var expansion = new Vector2(1.5f, 1.5f);
var bounds = new Box2(mousePos.Position - expansion, mousePos.Position + expansion);
var pvsEntities = _lookup.GetEntitiesIntersecting(mousePos.MapId, bounds);
var spriteQuery = GetEntityQuery<SpriteComponent>();
foreach (var entity in pvsEntities)
{
if (!spriteQuery.TryGetComponent(entity, out var inRangeSprite) ||
!inRangeSprite.Visible ||
entity == _draggedEntity)
{
continue;
}
var valid = ValidDragDrop(user.Value, _draggedEntity.Value, entity);
// check if it's able to be dropped on by current dragged entity
if (valid == null)
continue;
// We'll do a final check given server-side does this before any dragdrop can take place.
if (valid.Value)
{
valid = _interactionSystem.InRangeUnobstructed(user.Value, _draggedEntity.Value)
&& _interactionSystem.InRangeUnobstructed(user.Value, entity);
}
if (inRangeSprite.PostShader != null &&
inRangeSprite.PostShader != _dropTargetInRangeShader &&
inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
{
continue;
}
// highlight depending on whether its in or out of range
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
_highlightedSprites.Add(inRangeSprite);
}
}
private void RemoveHighlights()
{
foreach (var highlightedSprite in _highlightedSprites)
{
if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
continue;
highlightedSprite.PostShader = null;
highlightedSprite.RenderOrder = 0;
}
_highlightedSprites.Clear();
}
/// <summary>
/// Are these args valid for drag-drop?
/// </summary>
/// <returns>
/// Returns null if no interactions are available or the user / target cannot interact with each other.
/// Returns false if interactions exist but are not available currently.
/// </returns>
private bool? ValidDragDrop(EntityUid user, EntityUid dragged, EntityUid target)
{
if (!_actionBlockerSystem.CanInteract(user, target))
return null;
// CanInteract() doesn't support checking a second "target" entity.
// Doing so manually:
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
RaiseLocalEvent(dragged, ref ev);
if (ev.Cancelled)
return false;
var dropEv = new CanDropDraggedEvent(user, target);
RaiseLocalEvent(dragged, ref dropEv);
if (dropEv.Handled)
{
if (!dropEv.CanDrop)
return false;
}
var dropEv2 = new CanDropTargetEvent(user, dragged);
RaiseLocalEvent(target, ref dropEv2);
if (dropEv2.Handled)
return dropEv2.CanDrop;
if (dropEv.Handled && dropEv.CanDrop)
return true;
return null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
switch (_state)
{
// check if dragging should begin
case DragState.MouseDown:
{
var screenPos = _inputManager.MouseScreenPosition;
if ((_mouseDownScreenPos!.Value.Position - screenPos.Position).Length() > Deadzone)
{
StartDrag();
}
break;
}
case DragState.Dragging:
UpdateDrag(frameTime);
break;
}
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
// Update position every frame to make it smooth.
if (Exists(_dragShadow))
{
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
_transformSystem.SetWorldPosition(_dragShadow.Value, mousePos.Position);
}
}
}
public enum DragState : byte
{
NotDragging,
/// <summary>
/// Not dragging yet, waiting to see
/// if they hold for long enough
/// </summary>
MouseDown,
/// <summary>
/// Currently dragging something
/// </summary>
Dragging,
}