openclonk/planet/Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c

1394 lines
44 KiB
C

/**
ObjectInteractionMenu
Handles the inventory exchange and general interaction between the player and buildings, vehicles etc.
@author Zapper
*/
local Name = "$Name$";
local Description = "$Description$";
static const InteractionMenu_SideBarSize = 40; // in tenth-em
static const InteractionMenu_Contents = 2;
static const InteractionMenu_Custom = 4;
/*
This contains an array with a proplist for every player number.
The attributes are also always attached to every interaction menu on creation (menu.minimized = InteractionMenu_Attributes[plr].minimized;).
The following properties are either used or nil:
minimized (bool): whether the player minimized the menu.
A minimized menu does not show some elements (like the description box).
*/
static InteractionMenu_Attributes;
local current_objects;
/*
current_menus is an array with two fields
each field contain a proplist with the attributes:
target: the target object, needs to be in current_objects
menu_object: target of the menu (usually a dummy object) (the ID is always 1; the menu's sidebar has the ID 2)
menu_id
forced: (boolean) Whether the menu was forced-open (f.e. by an extra-slot object) and is not necessarily attached to an outside-world object.
Such an object might be removed from the list when the menu is closed.
menus: array with more proplists with the following attributes:
flag: bitwise flag (needed for content-menus f.e.)
title
decoration: ID of a menu decoration definition
Priority: priority of the menu (Y position)
BackgroundColor: background color of the menu
callback: function called when an entry is selected, the function is passed the symbol of an entry and the user data
callback_hover: function called when hovering over an entry, the function is passed everything "callback" gets plus the target of the description box menu
callback_target: object to which the callback is made, ususally the target object (except for contents menus)
menu_object: MenuStyle_Grid object, used to add/remove entries later
entry_index_count: used to generate unique IDs for the entries
entries_callback: (callback) function that can be used to retrieve a list of entries for that menu (at any point - it might also be called later)
This callback should return an array of entries shown in the menu, the entries are proplists with the following attributes:
symbol: icon of the item
extra_data: custom user data (internal: in case of inventory menus this is a proplist containing some extra data (f.e. the one object for unstackable objects))
text: text shown on the object (f.e. count in inventory)
custom (optional): completely custom menu entry that is passed to the grid menu - allows for custom design
unique_index: generated from entry_index_count (not set by user)
fx: (optional) effect that gets a "OnMenuOpened(int menu_id, object menu_target, int subwindow_id)" callback once which can be used to update a specific entry only
entries: last result of the callback function described above
additional properties that are added are:
ID: (menu) id of the entry as returned by the menu_object - can be used for updating
*/
local current_menus;
/*
current_description_box contains information about the description box at the bottom of the menu:
target: target object of the description box
symbol_target: target object of the symbol sub-box
desc_target: target object of the description sub-box
*/
local current_description_box;
// this is the ID of the root window that contains the other subwindows (i.e. the menus which contain the sidebars and the interaction-menu)
local current_main_menu_id;
// This holds the dummy object that is the target of the center column ("move all left/right").
local current_center_column_target;
// The Clonk who the menu was opened for.
local cursor;
public func Close() { return RemoveObject(); }
public func IsContentMenu() { return true; }
public func Show() { this.Visibility = VIS_Owner; return true; }
public func Hide() { this.Visibility = VIS_None; return true; }
// Called when the menu is open and the player clicks outside.
public func OnMouseClick() { return Close(); }
func Construction()
{
current_objects = [];
current_menus = [];
current_description_box = {target=nil};
}
func Destruction()
{
// we need only to remove the top-level menu target of the open menus, since the submenus close due to a clever use of OnClose!
for (var menu in current_menus)
{
if (menu && menu.menu_object)
{
// Notify the object of the deleted menu.
DoInteractionMenuClosedCallback(menu.target);
menu.menu_object->RemoveObject();
}
}
// remove all remaining contained dummy objects to prevent script warnings about objects in removed containers
var i = ContentsCount(), obj = nil;
while (obj = Contents(--i))
obj->RemoveObject(false);
}
// used as a static function
func CreateFor(object cursor)
{
var obj = CreateObject(GUI_ObjectInteractionMenu, AbsX(0), AbsY(0), cursor->GetOwner());
obj.Visibility = VIS_Owner;
if (InteractionMenu_Attributes == nil)
InteractionMenu_Attributes = [];
// Transfer some attributes from the player configuration.
if (GetLength(InteractionMenu_Attributes) > cursor->GetOwner())
{
var config = InteractionMenu_Attributes[cursor->GetOwner()];
obj.minimized = GetProperty("minimized", config) ?? false;
}
else
{
obj.minimized = false;
}
obj->Init(cursor);
cursor->SetMenu(obj);
return obj;
}
func Init(object cursor)
{
this.cursor = cursor;
var checking_effect = AddEffect("IntCheckObjects", cursor, 1, 10, this);
// Notify the Clonk. This can be used to create custom entries in the objects list via helper objects. For example the "Your Environment" tab.
// Note that the cursor is NOT informed when the menu is closed again. Helper objects can be attached to the livetime of this menu by, f.e., effects.
cursor->~OnInteractionMenuOpen(this);
// And then quickly refresh for the very first time. Successive refreshs will be only every 10 frames.
EffectCall(cursor, checking_effect, "Timer");
}
func FxIntCheckObjectsStart(target, effect fx, temp)
{
if (temp) return;
EffectCall(target, fx, "Timer");
}
func FxIntCheckObjectsTimer(target, effect fx)
{
// If contained, leave the search area intact, because otherwise we'd have to pass a "nil" parameter to FindObjects (which needs additional hacks).
// This is a tiny bit slower (because the area AND the container have to be checked), but the usecase of contained Clonks is rare anyway.
var container_restriction = Find_NoContainer();
var container = target->Contained();
if (container)
{
container_restriction = Find_Or(Find_Container(container), Find_InArray([container]));
}
var new_objects = FindObjects(Find_AtRect(target->GetX() - 5, target->GetY() - 10, 10, 21), container_restriction, Find_Layer(target->GetObjectLayer()),
// Find all containers and objects with a custom menu.
Find_Or(Find_Func("IsContainer"), Find_Func("HasInteractionMenu")),
// Do not show objects with an extra slot though - even if they are containers. They count as items here and can be accessed via the surroundings tab.
Find_Not(Find_And(Find_Property("Collectible"), Find_Func("HasExtraSlot"))),
// Show only objects that the player can see.
Find_Func("CheckVisibility", GetOwner()),
// Normally sorted by z-order. But some objects may have a lower priority.
Sort_Reverse(Sort_Func("GetInteractionPriority", target))
);
var equal = GetLength(new_objects) == GetLength(current_objects);
if (equal)
{
for (var i = GetLength(new_objects) - 1; i >= 0; --i)
{
if (new_objects[i] == current_objects[i]) continue;
equal = false;
break;
}
}
if (!equal)
UpdateObjects(new_objects);
}
// updates the objects shown in the side bar
// if an object which is in the menu on the left or on the right is not in the side bar anymore, another object is selected
func UpdateObjects(array new_objects)
{
// need to close a menu?
for (var i = 0; i < GetLength(current_menus); ++i)
{
if (!current_menus[i]) continue; // todo: I don't actually know why this can happen.
if (current_menus[i].forced) continue;
var target = current_menus[i].target;
// Still existant? Nothing to do!
if (GetIndexOf(new_objects, target) != -1) continue;
// not found? close!
// sub menus close automatically (and remove their dummy) due to a clever usage of OnClose
current_menus[i].menu_object->RemoveObject();
current_menus[i] = nil;
// Notify the target of the now closed menu.
DoInteractionMenuClosedCallback(target);
}
current_objects = new_objects;
// need to fill an empty menu slot?
for (var i = 0; i < 2; ++i)
{
// If the menu already exists, just update the sidebar.
if (current_menus[i] != nil)
{
RefreshSidebar(i);
continue;
}
// look for next object to fill slot
for (var obj in current_objects)
{
// but only if the object's menu is not already open
var is_already_open = false;
for (var menu in current_menus)
{
if (!menu) continue; // todo: I don't actually know why that can happen.
if (menu.target != obj) continue;
is_already_open = true;
break;
}
if (is_already_open) continue;
// use object to create a new menu at that slot
OpenMenuForObject(obj, i);
break;
}
}
}
func FxIntCheckObjectsStop(target, effect, reason, temp)
{
if (temp) return;
if (this)
this->RemoveObject();
}
/*
This is the entry point.
Create a menu for an object (usually from current_objects) and also create everything around it if it's the first time a menu is opened.
*/
func OpenMenuForObject(object obj, int slot, bool forced)
{
forced = forced ?? false;
// clean up old menu
var old_menu = current_menus[slot];
var other_menu = current_menus[1 - slot];
if (old_menu)
{
// Notify other object of the closed menu.
DoInteractionMenuClosedCallback(old_menu.target);
// Re-enable entry in (other!) sidebar.
if (other_menu)
{
GuiUpdate({Symbol = nil}, current_main_menu_id, 1 + 1 - slot, old_menu.target);
}
// ..and close old menu.
old_menu.menu_object->RemoveObject();
}
current_menus[slot] = nil;
// before creating the sidebar, we have to create a new entry in current_menus, even if it contains not all information
current_menus[slot] = {target = obj, forced = forced};
// clean up old inventory-check effects that are not needed anymore
var effect_index = 0, inv_effect = nil;
while (inv_effect = GetEffect("IntRefreshContentsMenu", this, effect_index))
{
if (inv_effect.obj != current_menus[0].target && inv_effect.obj != current_menus[1].target)
RemoveEffect(nil, nil, inv_effect);
else
++effect_index;
}
// Create a menu with all interaction possibilities for an object.
// Always create the side bar AFTER the main menu, so that the target can be copied.
var main = CreateMainMenu(obj, slot);
// To close the part_menu automatically when the main menu is closed. The sidebar will use this target, too.
current_menus[slot].menu_object = main.Target;
// Now, the sidebar.
var sidebar = CreateSideBar(slot);
var sidebar_size_em = ToEmString(InteractionMenu_SideBarSize);
var part_menu =
{
Left = "0%", Right = "50%-3em",
Bottom = "100%-7em",
sidebar = sidebar, main = main,
Target = current_menus[slot].menu_object,
ID = 1
};
if (slot == 1)
{
part_menu.Left = "50%-1em";
part_menu.Right = "100%-2em";
}
if (this.minimized)
{
part_menu.Bottom = nil; // maximum height
}
// need to open a completely new menu?
if (!current_main_menu_id)
{
if (!current_description_box.target)
{
current_description_box.target = CreateDummy();
current_description_box.symbol_target = CreateDummy();
current_description_box.desc_target = CreateDummy();
}
if (!current_center_column_target)
current_center_column_target = CreateDummy();
var root_menu =
{
_one_part = part_menu,
Target = this,
Decoration = GUI_MenuDeco,
BackgroundColor = RGB(0, 0, 0),
minimize_button =
{
Bottom = "100%",
Top = "100% - 2em",
Left = "100% - 2em",
Tooltip = "$Minimize$",
Symbol = Icon_Arrow,
GraphicsName = "Down",
BackgroundColor = {Std = nil, OnHover = 0x50ffff00},
OnMouseIn = GuiAction_SetTag("OnHover"),
OnMouseOut = GuiAction_SetTag("Std"),
OnClick = GuiAction_Call(this, "OnToggleMinimizeClicked")
},
center_column =
{
Left = "50%-3em",
Right = "50%-1em",
Top = "1.75em",
Bottom = "100%-7em",
Style = GUI_VerticalLayout,
move_all_left =
{
Target = current_center_column_target,
ID = 10 + 0,
Right = "2em", Bottom = "3em",
Style = GUI_TextHCenter | GUI_TextVCenter,
Symbol = Icon_MoveItems, GraphicsName = "Left",
Tooltip = "",
BackgroundColor ={Std = 0, Hover = 0x50ffff00},
OnMouseIn = GuiAction_SetTag("Hover"),
OnMouseOut = GuiAction_SetTag("Std"),
OnClick = GuiAction_Call(this, "OnMoveAllToClicked", 0)
},
move_all_right =
{
Target = current_center_column_target,
ID = 10 + 1,
Right = "2em", Bottom = "3em",
Style = GUI_TextHCenter | GUI_TextVCenter,
Symbol = Icon_MoveItems,
Tooltip = "",
BackgroundColor ={Std = 0, Hover = 0x50ffff00},
OnMouseIn = GuiAction_SetTag("Hover"),
OnMouseOut = GuiAction_SetTag("Std"),
OnClick = GuiAction_Call(this, "OnMoveAllToClicked", 1)
}
},
description_box =
{
Top = "100%-5em",
Right = "100% - 2em",
Margin = [sidebar_size_em, "0em"],
BackgroundColor = RGB(25, 25, 25),
symbol_part =
{
Right = "5em",
Symbol = nil,
Margin = "0.5em",
ID = 1,
Target = current_description_box.symbol_target
},
desc_part =
{
Left = "5em",
Margin = "0.5em",
ID = 1,
Target = current_description_box.target,
real_contents = // nested one more time so it can dynamically be replaced without messing up the layout
{
ID = 1,
Target = current_description_box.desc_target
}
}
}
};
// Allow the menu to be closed with a clickable button.
var close_button = GuiAddCloseButton(root_menu, this, "Close");
// Special setup for a minimized menu.
if (this.minimized)
{
root_menu.Top = "75%";
root_menu.minimize_button.Tooltip = "$Maximize$";
root_menu.minimize_button.GraphicsName = "Up";
root_menu.center_column.Bottom = nil; // full size
root_menu.description_box = nil;
}
current_main_menu_id = GuiOpen(root_menu);
}
else // menu already exists and only one part has to be added
{
GuiUpdate({_update: part_menu}, current_main_menu_id, nil, nil);
}
// Show "put/take all items" buttons if applicable. Also update tooltip.
var show_grab_all = current_menus[0] && current_menus[1];
// Both objects have to be containers.
show_grab_all = show_grab_all
&& (current_menus[0].target->~IsContainer())
&& (current_menus[1].target->~IsContainer());
// And neither must disallow interaction.
show_grab_all = show_grab_all
&& !current_menus[0].target->~RejectInteractionMenu(cursor)
&& !current_menus[1].target->~RejectInteractionMenu(cursor);
if (show_grab_all)
{
current_center_column_target.Visibility = VIS_Owner;
for (var i = 0; i < 2; ++i)
GuiUpdate({Tooltip: Format("$MoveAllTo$", current_menus[i].target->GetName())}, current_main_menu_id, 10 + i, current_center_column_target);
}
else
{
current_center_column_target.Visibility = VIS_None;
}
// Now tell all user-provided effects for the new menu that the menu is ready.
// Those effects can be used to update only very specific menu entries without triggering a full refresh.
for (var menu in current_menus[slot].menus)
{
if (!menu.entries) continue;
for (var entry in menu.entries)
{
if (!entry.fx) continue;
EffectCall(nil, entry.fx, "OnMenuOpened", current_main_menu_id, entry.ID, menu.menu_object);
}
}
// Finally disable object for selection in other sidebar, if available.
if (other_menu)
{
GuiUpdate({Symbol = Icon_Cancel}, current_main_menu_id, 1 + 1 - slot, obj);
}
// And notify the object of the fresh menu.
DoInteractionMenuOpenedCallback(obj);
}
private func DoInteractionMenuOpenedCallback(object obj)
{
if (!obj) return;
if (obj._open_interaction_menus == nil)
obj._open_interaction_menus = 0;
obj._open_interaction_menus += 1;
var is_first = obj._open_interaction_menus == 1;
obj->~OnShownInInteractionMenuStart(is_first);
}
private func DoInteractionMenuClosedCallback(object obj)
{
if (!obj) return;
obj._open_interaction_menus = Max(0, obj._open_interaction_menus - 1);
var is_last = obj._open_interaction_menus == 0;
obj->~OnShownInInteractionMenuStop(is_last);
}
// Toggles the menu state between minimized and maximized.
public func OnToggleMinimizeClicked()
{
var config = nil;
if (GetLength(InteractionMenu_Attributes) <= GetOwner())
{
config = {minimized = false};
InteractionMenu_Attributes[GetOwner()] = config;
}
else
{
config = InteractionMenu_Attributes[GetOwner()];
}
config.minimized = !(GetProperty("minimized", config) ?? false);
// Reopen with new layout..
var last_cursor = this.cursor;
RemoveObject();
GUI_ObjectInteractionMenu->CreateFor(last_cursor);
}
// Tries to put all items from the other menu's target into the target of menu menu_id. Returns nil.
public func OnMoveAllToClicked(int menu_id)
{
// Sanity checks..
for (var i = 0; i < 2; ++i)
{
if (!current_menus[i] || !current_menus[i].target)
return;
if (!current_menus[i].target->~IsContainer())
return;
}
// Take all from the other object and try to put into the target.
var other = current_menus[1 - menu_id].target;
var target = current_menus[menu_id].target;
// Get all contents in a separate step in case the object's inventory changes during the transfer.
// Also do not use FindObject(Find_Container(...)), because this way an object can simply overload Contents to return an own collection of items.
var contents = [];
var index = 0, obj;
while (obj = other->Contents(index++)) PushBack(contents, obj);
var transfered = TransferObjectsFromToSimple(contents, other, target);
if (transfered > 0)
{
PlaySoundTransfer();
return;
}
else
{
PlaySoundError();
return;
}
}
// generates a proplist that defines a custom GUI that represents a side bar where objects
// to interact with can be selected
func CreateSideBar(int slot)
{
var other_menu = current_menus[1 - slot];
var em_size = ToEmString(InteractionMenu_SideBarSize);
var sidebar =
{
Priority = 10,
Right = em_size,
Style = GUI_VerticalLayout,
Target = current_menus[slot].menu_object,
ID = 2
};
if (slot == 1)
{
sidebar.Left = Format("100%% %s", ToEmString(-InteractionMenu_SideBarSize));
sidebar.Right = "100%";
}
// Now show the current_objects list as entries.
// If there is a forced-open menu, also add it to bottom of sidebar..
var sidebar_items = nil;
if (current_menus[slot].forced)
{
sidebar_items = current_objects[:];
PushBack(sidebar_items, current_menus[slot].target);
}
else
sidebar_items = current_objects;
for (var obj in sidebar_items)
{
var background_color = nil;
var symbol = {Std = SidebarIconStandard(), OnHover = SidebarIconOnHover()};
// figure out whether the object is already selected
// if so, highlight the entry
if (current_menus[slot].target == obj)
{
background_color = RGBa(255, 255, 0, 10);
symbol = SidebarIconSelected();
}
var priority = 10000 - obj.Plane;
// Cross-out the entry?
var deactivation_symbol = nil;
if (other_menu && other_menu.target == obj)
deactivation_symbol = Icon_Cancel;
// Always show Clonk at top.
if (obj == cursor) priority = 1;
var entry =
{
// The object is added as the target of the entry, so it can easily be identified later.
// For example, to apply show the grey haze to indicate that it cannot be clicked.
Target = obj,
Right = em_size, Bottom = em_size,
Symbol = symbol,
Priority = priority,
Style = GUI_TextBottom | GUI_TextHCenter,
BackgroundColor = background_color,
OnMouseIn = GuiAction_SetTag("OnHover"),
OnMouseOut = GuiAction_SetTag("Std"),
OnClick = GuiAction_Call(this, "OnSidebarEntrySelected", {slot = slot, obj = obj}),
Text = obj->GetName(),
obj_symbol = {Symbol = obj, Margin = "0.25em", Priority = 1},
obj_symbol_deactivated = {Symbol = deactivation_symbol, Margin = "0.5em", Priority = 2, Target = obj, ID = 1 + slot}
};
GuiAddSubwindow(entry, sidebar);
}
return sidebar;
}
// Updates the sidebar with the current objects (and closes the old one).
func RefreshSidebar(int slot)
{
if (!current_menus[slot]) return;
// Close old sidebar? This call will just do nothing if there is no sidebar present.
GuiClose(current_main_menu_id, 2, current_menus[slot].menu_object);
var sidebar = CreateSideBar(slot);
GuiUpdate({sidebar = sidebar}, current_main_menu_id, 1, current_menus[slot].menu_object);
}
func OnSidebarEntrySelected(data, int player, int ID, int subwindowID, object target)
{
if (!data.obj) return;
// can not open object twice!
for (var menu in current_menus)
if (menu.target == data.obj) return;
OpenMenuForObject(data.obj, data.slot);
}
/*
Generates and creates one side of the menu.
Returns the proplist that will be put into the main menu on the left or right side.
*/
func CreateMainMenu(object obj, int slot)
{
var big_menu =
{
Target = CreateDummy(),
Priority = 5,
Right = Format("100%% %s", ToEmString(-InteractionMenu_SideBarSize)),
container =
{
Top = "1em",
Style = GUI_VerticalLayout,
BackgroundColor = RGB(25, 25, 25),
},
headline =
{
Bottom = "1em",
Text = obj->GetName(),
Style = GUI_TextHCenter | GUI_TextVCenter,
BackgroundColor = 0xff000000
}
};
var container = big_menu.container;
if (slot == 0)
{
big_menu.Left = ToEmString(InteractionMenu_SideBarSize);
big_menu.Right = "100%";
}
// Do virtually nothing if the building/object is not ready to be interacted with. This can be caused by several things.
var error_message = obj->~RejectInteractionMenu(cursor);
if (error_message)
{
if (GetType(error_message) != C4V_String)
error_message = "$NoInteractionsPossible$";
container.Style = GUI_TextVCenter | GUI_TextHCenter;
container.Text = error_message;
current_menus[slot].menus = [];
return big_menu;
}
var menus = obj->~GetInteractionMenus(cursor) ?? [];
// get all interaction info from the object and put it into a menu
// contents first
if (obj->~IsContainer() && !obj->~RejectContentsMenu())
{
var info =
{
flag = InteractionMenu_Contents,
title = "$Contents$",
entries = [],
entries_callback = nil,
callback = "OnContentsSelection",
callback_target = this,
decoration = GUI_MenuDecoInventoryHeader,
Priority = 10
};
PushBack(menus, info);
}
current_menus[slot].menus = menus;
// now generate the actual menus from the information-list
for (var i = 0; i < GetLength(menus); ++i)
{
var menu = menus[i];
if (!menu.flag)
menu.flag = InteractionMenu_Custom;
if (menu.entries_callback)
menu.entries = obj->Call(menu.entries_callback, cursor);
if (menu.entries == nil)
{
FatalError(Format("An interaction menu did not return valid entries. %s -> %v() (object %v)", obj->GetName(), menu.entries_callback, obj));
continue;
}
menu.menu_object = CreateObject(MenuStyle_Grid);
if (menu.flag == InteractionMenu_Contents)
menu.menu_object->SetTightGridLayout();
menu.menu_object.Top = "+1em";
menu.menu_object.Priority = 2;
menu.menu_object->SetPermanent();
menu.menu_object->SetFitChildren();
menu.menu_object->SetMouseOverCallback(this, "OnMenuEntryHover");
for (var e = 0; e < GetLength(menu.entries); ++e)
{
var entry = menu.entries[e];
entry.unique_index = ++menu.entry_index_count;
// This also allows the interaction-menu user to supply a custom entry with custom layout f.e.
var added_entry = menu.menu_object->AddItem(entry.symbol, entry.text, entry.unique_index, this, "OnMenuEntrySelected", { slot = slot, index = i }, entry["custom"]);
// Remember the menu entry's ID (e.g. for passing it to an update effect after the menu has been opened).
entry.ID = added_entry.ID;
}
var all =
{
Priority = menu.Priority ?? i,
Style = GUI_FitChildren,
title_bar =
{
Priority = 1,
Style = GUI_TextVCenter | GUI_TextHCenter,
Bottom = "+1em",
Text = menu.title,
BackgroundColor = 0xa0000000,
//Decoration = menu.decoration
hline = {Bottom = "0.05em", BackgroundColor = RGB(100, 100, 100)}
},
Margin = [nil, nil, nil, "0.25em"],
real_menu = menu.menu_object,
spacer = {Left = "0em", Right = "0em", Bottom = "3em"} // guarantees a minimum height
};
if (menu.flag == InteractionMenu_Contents)
all.BackgroundColor = RGB(0, 50, 0);
else if (menu.BackgroundColor)
all.BackgroundColor = menu.BackgroundColor;
else if (menu.decoration)
menu.menu_object.BackgroundColor = menu.decoration->FrameDecorationBackClr();
GuiAddSubwindow(all, container);
}
// add refreshing effects for all of the contents menus
for (var i = 0; i < GetLength(menus); ++i)
{
if (!(menus[i].flag & InteractionMenu_Contents)) continue;
AddEffect("IntRefreshContentsMenu", this, 1, 1, this, nil, obj, slot, i);
}
return big_menu;
}
func GetEntryInformation(proplist menu_info, int entry_index)
{
if (!current_menus[menu_info.slot]) return;
var menu;
if (!(menu = current_menus[menu_info.slot].menus[menu_info.index])) return;
var entry;
for (var possible in menu.entries)
{
if (possible.unique_index != entry_index) continue;
entry = possible;
break;
}
return {menu=menu, entry=entry};
}
func OnMenuEntryHover(proplist menu_info, int entry_index, int player)
{
var info = GetEntryInformation(menu_info, entry_index);
if (!info.entry) return;
if (!info.entry.symbol) return;
// update symbol of description box
GuiUpdate({Symbol = info.entry.symbol}, current_main_menu_id, 1, current_description_box.symbol_target);
// and update description itself
// clean up existing description window in case it has been cluttered by sub-windows
GuiClose(current_main_menu_id, 1, current_description_box.desc_target);
// now add new subwindow to replace the recently removed one
GuiUpdate({new_subwindow = {Target = current_description_box.desc_target, ID = 1}}, current_main_menu_id, 1, current_description_box.target);
// default to description of object
if (!info.menu.callback_target || !info.menu.callback_hover)
{
var text = Format("%s:|%s", info.entry.symbol->GetName(), info.entry.symbol.Description);
var obj = nil;
if (info.entry.extra_data && info.entry.extra_data.objects)
{
for (var possible in info.entry.extra_data.objects)
{
if (possible == nil) continue;
obj = possible;
break;
}
}
// For contents menus, we can sometimes present additional information about objects.
if (info.menu.flag == InteractionMenu_Contents && obj)
{
var additional = nil;
if (obj->Contents())
{
additional = "$Contains$ ";
var i = 0, count = obj->ContentsCount();
// This currently justs lists contents one after the other.
// Items are not stacked, which should be enough for everything we have ingame right now. If this is filed into the bugtracker at some point, fix here.
for (;i < count;++i)
{
if (i > 0)
additional = Format("%s, ", additional);
additional = Format("%s%s", additional, obj->Contents(i)->GetName());
}
}
if (additional != nil)
text = Format("%s||%s", text, additional);
}
GuiUpdateText(text, current_main_menu_id, 1, current_description_box.desc_target);
}
else
{
info.menu.callback_target->Call(info.menu.callback_hover, info.entry.symbol, info.entry.extra_data, current_description_box.desc_target, current_main_menu_id);
}
}
func OnMenuEntrySelected(proplist menu_info, int entry_index, int player)
{
var info = GetEntryInformation(menu_info, entry_index);
if (!info.entry) return;
var callback_target;
if (!(callback_target = info.menu.callback_target)) return;
if (!info.menu.callback) return; // The menu can actually decide to handle user interaction itself and not provide a callback.
var result = callback_target->Call(info.menu.callback, info.entry.symbol, info.entry.extra_data, cursor);
// todo: trigger refresh for special value of result?
}
private func OnContentsSelection(symbol, extra_data)
{
var target = current_menus[extra_data.slot].target;
if (!target) return;
// no target to swap to?
if (!current_menus[1 - extra_data.slot]) return;
var other_target = current_menus[1 - extra_data.slot].target;
if (!other_target) return;
// Only if the object wants to be interacted with (hostility etc.)
if (other_target->~RejectInteractionMenu(cursor)) return;
// Allow transfer only into containers.
if (!other_target->~IsContainer())
{
cursor->~PlaySoundDoubt(true, nil, cursor->GetOwner());
return;
}
var transfer_only_one = GetPlayerControlState(GetOwner(), CON_ModifierMenu1) == 0; // Transfer ONE object of the stack?
var to_transfer = nil;
if (transfer_only_one)
{
for (var possible in extra_data.objects)
{
if (possible == nil) continue;
to_transfer = [possible];
break;
}
}
else
{
to_transfer = extra_data.objects;
}
var successful_transfers = TransferObjectsFromTo(to_transfer, target, other_target);
// Did we at least transfer one item?
if (successful_transfers > 0)
{
PlaySoundTransfer();
return true;
}
else
{
PlaySoundTransferIncomplete();
return false;
}
}
func TransferObjectsFromToSimple(array to_transfer, object source, object destination)
{
// Now try transferring each item once.
var successful_transfers = 0;
for (var obj in to_transfer)
{
// Sanity, can actually happen if an item merges with others during the transfer etc.
if (!obj || !destination) continue;
var handled = destination->Collect(obj, true);
if (handled)
++successful_transfers;
}
return successful_transfers;
}
func TransferObjectsFromTo(array to_transfer, object source, object destination)
{
var successful_transfers = 0;
// Try to transfer all the previously selected items.
for (var obj in to_transfer)
{
if (!obj) continue;
// Our target might have disappeared (e.g. a construction site completing after the first item).
if (!destination) break;
// Does the object not want to leave the other container anyway?
if (!obj->Contained() || !obj->~QueryRejectDeparture(source))
{
var handled = false;
// If stackable, always try to grab a full stack.
// Imagine armory with 200 arrows, but not 10 stacks with 20 each but 200 stacks with 1 each.
// TODO: 200 stacks of 1 arrow would each merge into the stacks that are already in the target
// when they enter the target. For this reason that special case is, imo, not needed here.
if (obj->~IsStackable())
{
var others = FindObjects(Find_Container(source), Find_ID(obj->GetID()), Find_Exclude(obj));
for (var other in others)
{
if (obj->IsFullStack()) break;
other->TryAddToStack(obj);
}
}
// More special handling for Stackable items..
handled = obj->~MergeWithStacksIn(destination);
// Try to normally collect the object otherwise.
if (!handled && destination && obj)
handled = destination->Collect(obj, true);
if (handled)
successful_transfers += 1;
}
}
return successful_transfers;
}
func FxIntRefreshContentsMenuStart(object target, proplist effect, temp, object obj, int slot, int menu_index)
{
if (temp) return;
effect.obj = obj; // the property (with this name) is externally accessed!
effect.slot = slot;
effect.menu_index = menu_index;
effect.last_inventory = [];
}
func FxIntRefreshContentsMenuTimer(target, effect, time)
{
if (!effect.obj) return -1;
if (!current_menus[effect.slot]) return -1;
// Helper object used to track extra-slot objects. When this object is removed, the tracking stops.
var extra_slot_keep_alive = current_menus[effect.slot].menu_object;
// The fast interval is only used for the very first check to ensure a fast startup.
// It can't be just called instantly though, because the menu might not have been opened yet.
if (effect.Interval == 1) effect.Interval = 5;
var inventory = [];
var obj, i = 0;
while (obj = effect.obj->Contents(i++))
{
var symbol = obj;
var extra_data = {slot = effect.slot, menu_index = effect.menu_index, objects = []};
// check if already exists (and then stack!)
var found = false;
// Never stack containers with (different) contents, though.
var is_container = obj->~IsContainer();
// For extra-slot objects, we should attach a tracking effect to update the UI on changes.
if (obj->~HasExtraSlot())
{
var j = 0, e = nil;
var found_tracker = false;
while (e = GetEffect("ExtraSlotTracker", obj, j++))
{
if (e.keep_alive != extra_slot_keep_alive) continue;
found_tracker = true;
break;
}
if (!found_tracker)
{
var e = AddEffect("ExtraSlotTracker", obj, 1, 30 + Random(60), nil, GetID());
e.keep_alive = extra_slot_keep_alive;
e.callback_effect = effect;
e.obj = effect.obj;
}
}
// How many objects are this object?!
var object_amount = obj->~GetInteractionMenuAmount() ?? 1;
// Empty containers can be stacked.
for (var inv in inventory)
{
if (!inv.extra_data.objects[0]->CanBeStackedWith(obj)) continue;
if (!obj->CanBeStackedWith(inv.extra_data.objects[0])) continue;
inv.count += object_amount;
inv.text = Format("%dx", inv.count);
PushBack(inv.extra_data.objects, obj);
// This object has a custom symbol (because it's a container)? Then the normal text would not be displayed.
if (inv.custom != nil)
{
inv.custom.top.Text = inv.text;
inv.custom.top.Style = inv.custom.top.Style | GUI_TextRight | GUI_TextBottom;
}
found = true;
break;
}
// Add new!
if (!found)
{
PushBack(extra_data.objects, obj);
// Do we need a custom entry when the object has contents?
var custom = nil;
if (is_container)
{
// Use a default grid-menu entry as the base.
custom = MenuStyle_Grid->MakeEntryProplist(symbol, nil);
// Pack it into a larger frame to allow for another button below.
// The priority offset makes sure that double-height items are at the front.
custom = {Right = custom.Right, Bottom = "4em", top = custom, Priority = -10000 + obj->GetValue()};
// Then add a little container-symbol (that can be clicked).
custom.bottom =
{
Top = "2em",
BackgroundColor = {Std = 0, Selected = RGBa(255, 100, 100, 100)},
OnMouseIn = GuiAction_SetTag("Selected"),
OnMouseOut = GuiAction_SetTag("Std"),
OnClick = GuiAction_Call(this, "OnExtraSlotClicked", {slot = effect.slot, objects = extra_data.objects, ID = obj->GetID()}),
container =
{
Symbol = Chest,
Priority = 1
}
};
// And if the object has contents, show the first one, too.
if (obj->ContentsCount() != 0)
{
var first_contents = obj->Contents(0);
// Add to GUI.
custom.bottom.contents =
{
Symbol = first_contents ,
Margin = "0.125em",
Priority = 2
};
// Possibly add text for stackable items - this is an special exception for the Library_Stackable.
var count = first_contents->~GetStackCount();
// Infinite stacks display an own overlay.
if ((count > 1) && (first_contents->~IsInfiniteStackCount())) count = nil;
count = count ?? obj->ContentsCount(first_contents->GetID());
if (count > 1)
{
custom.bottom.contents.Text = Format("%dx", count);
custom.bottom.contents.Style = GUI_TextBottom | GUI_TextRight;
}
var overlay = first_contents->~GetInventoryIconOverlay();
if (overlay)
custom.bottom.contents.overlay = overlay;
// Also make the chest smaller, so that the contents symbol is not obstructed.
custom.bottom.container.Bottom = "1em";
custom.bottom.container.Left = "1em";
}
}
// Enable objects to provide a custom overlay for the icon slot.
// This could e.g. be used by special scenarios or third-party mods.
var overlay = obj->~GetInventoryIconOverlay();
if (overlay != nil)
{
if (!custom)
{
custom = MenuStyle_Grid->MakeEntryProplist(symbol, nil);
custom.Priority = obj->GetValue();
custom.top = {};
}
custom.top._overlay = overlay;
}
// Add to menu!
var text = nil;
if (object_amount > 1)
text = Format("%dx", object_amount);
PushBack(inventory,
{
symbol = symbol,
extra_data = extra_data,
custom = custom,
count = object_amount,
text = text
});
}
}
// Add a contents counter on top.
var contents_count_bar =
{
BackgroundColor = RGBa(0, 0, 0, 100),
Priority = -1,
Bottom = "1em",
text =
{
Priority = 2,
Style = GUI_TextRight | GUI_TextVCenter
}
};
if (effect.obj.MaxContentsCount)
{
var count = effect.obj->ContentsCount();
var max = effect.obj.MaxContentsCount;
contents_count_bar.text.Text = Format("<c eeeeee>%3d / %3d</c>", count, max);
contents_count_bar.bar =
{
Priority = 1,
BackgroundColor = RGBa(0, 255, 0, 50),
Right = ToPercentString(1000 * count / max, 10)
};
}
else contents_count_bar.text.Text = Format("<c eeeeee>%3d</c>", effect.obj->ContentsCount());
PushBack(inventory, {symbol = nil, text = nil, custom = contents_count_bar});
// Check if nothing changed. If so, we don't need to update.
if (GetLength(inventory) == GetLength(effect.last_inventory))
{
var same = true;
for (var i = GetLength(inventory) - 1; i >= 0; --i)
{
if (inventory[i].symbol == effect.last_inventory[i].symbol
&& inventory[i].text == effect.last_inventory[i].text) continue;
same = false;
break;
}
if (same) return 1;
}
effect.last_inventory = inventory[:];
DoMenuRefresh(effect.slot, effect.menu_index, inventory);
return 1;
}
func FxExtraSlotTrackerTimer(object target, proplist effect, int time)
{
if (!effect.keep_alive)
return -1;
}
// This is called by the extra-slot library.
func FxExtraSlotTrackerUpdate(object target, proplist effect)
{
// Simply overwrite the inventory cache of the IntRefreshContentsMenu effect.
// This will lead to the inventory being upated asap.
if (effect.callback_effect)
effect.callback_effect.last_inventory = [];
}
func OnExtraSlotClicked(proplist extra_data)
{
var menu = current_menus[extra_data.slot];
if (!menu || !menu.target) return;
var obj = nil;
for (var possible in extra_data.objects)
{
if (possible == nil) continue;
if (possible->Contained() != menu.target && !menu.target->~IsObjectContained(possible)) continue;
obj = possible;
break;
}
if (!obj) return;
OpenMenuForObject(obj, extra_data.slot, true);
}
// This function is supposed to be called when the menu already exists (is open) and some sub-menu needs an update.
// Note that the parameter "new_entries" is optional. If not supplied, the /entries_callback/ for the specified menu will be used to fill the menu.
func DoMenuRefresh(int slot, int menu_index, array new_entries)
{
// go through new_entries and look for differences to currently open menu
// then try to only adjust the existing menu when possible
// the assumption is that ususally only few entries change
var menu = current_menus[slot].menus[menu_index];
var current_entries = menu.entries;
if (!new_entries && menu.entries_callback)
new_entries = current_menus[slot].target->Call(menu.entries_callback, this.cursor);
// step 0.1: update all items where the symbol and extra_data did not change but other things (f.e. the text)
// this is done to maintain a consistent order that would be shuffled constantly if the entry was removed and re-added at the end
for (var c = 0; c < GetLength(current_entries); ++c)
{
var old_entry = current_entries[c];
var found = false;
var symbol_equal_index = -1;
for (var ni = 0; ni < GetLength(new_entries); ++ni)
{
var new_entry = new_entries[ni];
if (!EntriesEqual(new_entry, old_entry))
{
if ((new_entry.symbol == old_entry.symbol) && (new_entry.extra_data == old_entry.extra_data) && (new_entry.fx == old_entry.fx))
symbol_equal_index = ni;
continue;
}
found = true;
break;
}
// if the entry exist just like that, we do not need to do anything
// same, if we don't have anything to replace it with, anyway
if (found || symbol_equal_index == -1) continue;
// now we can just update the symbol with the new data
var new_entry = new_entries[symbol_equal_index];
menu.menu_object->UpdateItem(new_entry.symbol, new_entry.text, old_entry.unique_index, this, "OnMenuEntrySelected", { slot = slot, index = menu_index }, new_entry["custom"], current_main_menu_id);
new_entry.unique_index = old_entry.unique_index;
// make sure it's not manipulated later on
current_entries[c] = nil;
}
// step 1: remove (close) all current entries that have been removed
for (var c = 0; c < GetLength(current_entries); ++c)
{
var old_entry = current_entries[c];
if (!old_entry) continue;
// check for removal
var removed = true;
for (var new_entry in new_entries)
{
if (!EntriesEqual(new_entry, old_entry)) continue;
removed = false;
break;
}
if (removed)
{
if (old_entry.fx)
RemoveEffect(nil, nil, old_entry.fx);
menu.menu_object->RemoveItem(old_entry.unique_index, current_main_menu_id);
current_entries[c] = nil;
}
}
// step 2: add new entries
for (var c = 0; c < GetLength(new_entries); ++c)
{
var new_entry = new_entries[c];
// the entry was already updated before?
if (new_entry.unique_index != nil) continue;
var existing = false;
for (var old_entry in current_entries)
{
if (old_entry == nil) // might be nil as a result of step 1
continue;
if (!EntriesEqual(new_entry, old_entry)) continue;
existing = true;
// fix unique indices for the new array
new_entry.unique_index = old_entry.unique_index;
break;
}
if (existing) continue;
new_entry.unique_index = ++menu.entry_index_count;
var added_entry = menu.menu_object->AddItem(new_entry.symbol, new_entry.text, new_entry.unique_index, this, "OnMenuEntrySelected", { slot = slot, index = menu_index }, new_entry["custom"], current_main_menu_id);
new_entry.ID = added_entry.ID;
if (new_entry.fx)
{
EffectCall(nil, new_entry.fx, "OnMenuOpened", current_main_menu_id, new_entry.ID, menu.menu_object);
}
}
menu.entries = new_entries;
}
func EntriesEqual(proplist entry_a, proplist entry_b)
{
return entry_a.symbol == entry_b.symbol
&& entry_a.text == entry_b.text
&& entry_a.extra_data == entry_b.extra_data
&& entry_a.custom == entry_b.custom;
}
func CreateDummy()
{
var dummy = CreateContents(Dummy);
dummy.Visibility = VIS_Owner;
dummy->SetOwner(GetOwner());
return dummy;
}
func RemoveDummy(object dummy, int player, int ID, int subwindowID, object target)
{
if (dummy)
dummy->RemoveObject();
}
// updates the interaction menu for an object iff it is currently shown
func UpdateInteractionMenuFor(object target, callbacks)
{
for (var slot = 0; slot < GetLength(current_menus); ++slot)
{
var current_menu = current_menus[slot];
if (!current_menu || current_menu.target != target) continue;
if (!callbacks) // do a full refresh
OpenMenuForObject(target, slot);
else // otherwise selectively update the menus for the callbacks
{
for (var callback in callbacks)
{
for (var menu_index = 0; menu_index < GetLength(current_menu.menus); ++menu_index)
{
var menu = current_menu.menus[menu_index];
if (menu.entries_callback != callback) continue;
DoMenuRefresh(slot, menu_index);
}
}
}
}
}
/*
Updates all interaction menus that are currently attached to an object.
This function can be called at all times, not only when a menu is open, making it more convenient for users, because there is no need to track open menus.
If the /callbacks/ parameter is supplied, only menus that use those callbacks are updated. That way, a producer can f.e. only update its "queue" menu.
*/
global func UpdateInteractionMenus(callbacks)
{
if (!this) return;
if (callbacks && GetType(callbacks) != C4V_Array) callbacks = [callbacks];
for (var interaction_menu in FindObjects(Find_ID(GUI_ObjectInteractionMenu)))
interaction_menu->UpdateInteractionMenuFor(this, callbacks);
}
// Sounds
func PlaySoundTransfer()
{
Sound("Hits::SoftTouch*", true, nil, GetOwner());
}
func PlaySoundTransferIncomplete()
{
Sound("Hits::Materials::Wood::DullWoodHit*", true, nil, GetOwner());
}
func PlaySoundError()
{
Sound("Objects::Balloon::Pop", true, nil, GetOwner());
}
// Overloadable functions for customization
func SidebarIconStandard()
{
return Icon_Menu_RectangleRounded;
}
func SidebarIconOnHover()
{
return Icon_Menu_RectangleBrightRounded;
}
func SidebarIconSelected()
{
return Icon_Menu_RectangleBrightRounded;
}