CatStation/Content.Client/Outline/InteractionOutlineSystem.cs
2026-08-01 17:05:21 +10:00

267 lines
9.4 KiB
C#

using System.Collections.Generic;
using Content.Client.ContextMenu.UI;
using Content.Client.Gameplay;
using Content.Client.Graphics;
using Content.Client.Interactable.Components;
using Content.Client.Viewport;
using Content.Shared.CCVar;
using Content.Shared.Interaction;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
namespace Content.Client.Outline;
public sealed partial class InteractionOutlineSystem : EntitySystem
{
private static readonly ProtoId<ShaderPrototype> ShaderInRange = "SelectionOutlineInrange";
private static readonly ProtoId<ShaderPrototype> ShaderOutOfRange = "SelectionOutline";
private const float DefaultWidth = 1;
private readonly Dictionary<(bool InRange, int RenderScale), ShaderInstance> _shaderCache = new();
[Dependency] private IConfigurationManager _configManager = default!;
[Dependency] private IEyeManager _eyeManager = default!;
[Dependency] private IInputManager _inputManager = default!;
[Dependency] private IPlayerManager _playerManager = default!;
[Dependency] private IStateManager _stateManager = default!;
[Dependency] private IUserInterfaceManager _uiManager = default!;
[Dependency] private SharedInteractionSystem _interactionSystem = default!;
[Dependency] private IPrototypeManager _prototypeManager = default!;
[Dependency] private SpriteSystem _sprite = default!;
/// <summary>
/// Whether to currently draw the outline. The outline may be temporarily disabled by other systems
/// </summary>
private bool _enabled = true;
/// <summary>
/// Whether to draw the outline at all. Overrides <see cref="_enabled"/>.
/// </summary>
private bool _cvarEnabled = true;
private EntityUid? _lastHoveredEntity;
public override void Shutdown()
{
foreach (var shader in _shaderCache.Values)
{
shader.Dispose();
}
_shaderCache.Clear();
base.Shutdown();
}
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configManager, CCVars.OutlineEnabled, SetCvarEnabled);
SubscribeLocalEvent<InteractionOutlineComponent, ComponentShutdown>(OnShutdown);
UpdatesAfter.Add(typeof(SharedEyeSystem));
}
private void OnShutdown(Entity<InteractionOutlineComponent> ent, ref ComponentShutdown args)
{
RemoveOutline(ent);
if (_lastHoveredEntity == ent.Owner)
_lastHoveredEntity = null;
}
public void SetCvarEnabled(bool cvarEnabled)
{
_cvarEnabled = cvarEnabled;
// clear last hover if required:
if (_cvarEnabled)
return;
if (_lastHoveredEntity == null || Deleted(_lastHoveredEntity))
return;
if (TryComp(_lastHoveredEntity, out InteractionOutlineComponent? outline))
RemoveOutline((_lastHoveredEntity.Value, outline));
}
public void SetEnabled(bool enabled)
{
if (enabled == _enabled)
return;
_enabled = enabled;
// clear last hover if required:
if (enabled)
return;
if (_lastHoveredEntity == null || Deleted(_lastHoveredEntity))
return;
if (TryComp(_lastHoveredEntity, out InteractionOutlineComponent? outline))
RemoveOutline((_lastHoveredEntity.Value, outline));
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!_enabled || !_cvarEnabled)
return;
// If there is no local player, there is no session, and therefore nothing to do here.
var localSession = _playerManager.LocalSession;
if (localSession == null)
return;
// TODO InteractionOutlineComponent
// BUG: The logic that gets the renderScale here assumes that the entity is only visible in a single
// viewport. The entity will be highlighted in ALL viewport where it is visible, regardless of which
// viewport is being used to hover over it. If these Viewports have very different render scales, this may
// lead to extremely thick outlines in the other viewports. Fixing this probably requires changing how the
// hover outline works, so that it only highlights the entity in a single viewport.
// GameScreen is still in charge of what entities are visible under a specific cursor position.
// Potentially change someday? who knows.
var currentState = _stateManager.CurrentState;
if (currentState is not GameplayStateBase screen) return;
EntityUid? entityToClick = null;
var renderScale = 1;
if (_uiManager.CurrentlyHovered is IViewportControl vp
&& _inputManager.MouseScreenPosition.IsValid)
{
var mousePosWorld = vp.PixelToMap(_inputManager.MouseScreenPosition.Position);
if (vp is ScalingViewport svp)
{
renderScale = svp.CurrentRenderScale;
entityToClick = screen.GetClickedEntity(mousePosWorld, svp.Eye);
}
else
{
entityToClick = screen.GetClickedEntity(mousePosWorld);
}
}
else if (_uiManager.CurrentlyHovered is EntityMenuElement element)
{
entityToClick = element.Entity;
// TODO InteractionOutlineComponent
// Currently we just take the renderscale from the main viewport. In the future, when the bug mentioned
// above is fixed, the viewport should probably be the one that was clicked on to open the entity menu
// in the first place.
renderScale = _eyeManager.MainViewport.GetRenderScale();
}
var inRange = false;
if (localSession.AttachedEntity != null && !Deleted(entityToClick))
inRange = _interactionSystem.InRangeUnobstructed(localSession.AttachedEntity.Value, entityToClick.Value);
InteractionOutlineComponent? outline;
if (entityToClick == _lastHoveredEntity)
{
if (entityToClick != null && TryComp(entityToClick, out outline))
{
UpdateOutline((entityToClick.Value, outline), inRange, renderScale);
}
return;
}
if (_lastHoveredEntity != null && !Deleted(_lastHoveredEntity) &&
TryComp(_lastHoveredEntity, out outline))
{
RemoveOutline((_lastHoveredEntity.Value, outline));
}
_lastHoveredEntity = entityToClick;
if (_lastHoveredEntity != null && TryComp(_lastHoveredEntity, out outline))
{
AddOutline((_lastHoveredEntity.Value, outline), inRange, renderScale);
}
}
private void AddOutline(Entity<InteractionOutlineComponent> ent, bool inInteractionRange, int renderScale)
{
ent.Comp.LastRenderScale = renderScale;
ent.Comp.InRange = inInteractionRange;
ent.Comp.Active = true;
if (!TryComp(ent.Owner, out SpriteComponent? sprite))
return;
SetOutlinePostShader((ent.Owner, sprite), inInteractionRange, renderScale);
}
private void RemoveOutline(Entity<InteractionOutlineComponent> ent)
{
if (TryComp(ent.Owner, out SpriteComponent? sprite))
{
_sprite.RemovePostShader((ent.Owner, sprite), ContentPostShaderIds.InteractionOutline);
sprite.RenderOrder = 0;
}
ent.Comp.Active = false;
}
private void UpdateOutline(Entity<InteractionOutlineComponent> ent, bool inInteractionRange, int renderScale)
{
if (!TryComp(ent.Owner, out SpriteComponent? sprite)
|| !_sprite.HasPostShader((ent.Owner, sprite), ContentPostShaderIds.InteractionOutline)
|| inInteractionRange == ent.Comp.InRange && ent.Comp.LastRenderScale == renderScale)
{
return;
}
ent.Comp.InRange = inInteractionRange;
ent.Comp.LastRenderScale = renderScale;
SetOutlinePostShader((ent.Owner, sprite), ent.Comp.InRange, ent.Comp.LastRenderScale);
}
private void SetOutlinePostShader(Entity<SpriteComponent?> sprite, bool inRange, int renderScale)
{
var shader = GetShader(inRange, renderScale);
if (_sprite.TryGetPostShader(sprite, ContentPostShaderIds.InteractionOutline, out var entry) &&
entry.Shader == shader)
{
return;
}
_sprite.SetPostShader(sprite, new SpriteComponent.PostShaderArgs(ContentPostShaderIds.InteractionOutline, shader)
{
After = ContentPostShaderIds.AfterBaseEffects,
});
}
private ShaderInstance GetShader(bool inRange, int renderScale)
{
var key = (inRange, renderScale);
if (_shaderCache.TryGetValue(key, out var shader))
return shader;
shader = MakeNewShader(inRange, renderScale);
_shaderCache.Add(key, shader);
return shader;
}
private ShaderInstance MakeNewShader(bool inRange, int renderScale)
{
var shaderName = inRange ? ShaderInRange : ShaderOutOfRange;
var instance = _prototypeManager.Index(shaderName).InstanceUnique();
instance.SetParameter("outline_width", DefaultWidth * renderScale);
return instance;
}
}