code restructure
This commit is contained in:
454
Multiselect/MultiSelect.cs
Normal file
454
Multiselect/MultiSelect.cs
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using EFT.InventoryLogic;
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using EFT.UI;
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using EFT.UI.DragAndDrop;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using GridItemAddress = GClass2769;
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namespace UIFixes
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{
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public class MultiSelect
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{
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private static GameObject SelectedMarkTemplate = null;
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private static GameObject SelectedBackgroundTemplate = null;
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private static readonly Dictionary<ItemContextClass, GridItemView> SelectedItems = [];
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private static readonly Dictionary<ItemContextClass, GridItemView> SecondaryItems = [];
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private static ItemContextTaskSerializer UnloadSerializer = null;
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public static bool Enabled
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{
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get
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{
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return Settings.EnableMultiSelect.Value && (!Plugin.InRaid() || Settings.EnableMultiSelectInRaid.Value);
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}
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}
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public static void Initialize()
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{
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// Grab the selection objects from ragfair as templates
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RagfairNewOfferItemView ragfairNewOfferItemView = ItemViewFactory.CreateFromPool<RagfairNewOfferItemView>("ragfair_layout");
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if (SelectedMarkTemplate == null)
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{
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SelectedMarkTemplate = UnityEngine.Object.Instantiate(ragfairNewOfferItemView.R().SelectedMark, null, false);
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UnityEngine.Object.DontDestroyOnLoad(SelectedMarkTemplate);
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}
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if (SelectedBackgroundTemplate == null)
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{
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SelectedBackgroundTemplate = UnityEngine.Object.Instantiate(ragfairNewOfferItemView.R().SelectedBackground, null, false);
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UnityEngine.Object.DontDestroyOnLoad(SelectedBackgroundTemplate);
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}
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ragfairNewOfferItemView.ReturnToPool();
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}
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public static void Toggle(GridItemView itemView, bool secondary = false)
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{
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var dictionary = secondary ? SecondaryItems : SelectedItems;
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ItemContextClass itemContext = dictionary.FirstOrDefault(x => x.Value == itemView).Key;
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if (itemContext != null)
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{
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Deselect(itemContext, secondary);
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}
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else
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{
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Select(itemView, secondary);
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}
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}
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public static void Clear()
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{
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// ToList() because modifying the collection
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foreach (ItemContextClass itemContext in SelectedItems.Keys.ToList())
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{
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Deselect(itemContext);
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}
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}
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public static void Select(GridItemView itemView, bool secondary = false)
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{
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var dictionary = secondary ? SecondaryItems : SelectedItems;
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if (itemView.IsSelectable() && !SelectedItems.Any(x => x.Key.Item == itemView.Item) && !SecondaryItems.Any(x => x.Key.Item == itemView.Item))
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{
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ItemContextClass itemContext = new MultiSelectItemContext(itemView.ItemContext, itemView.ItemRotation);
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// Subscribe to window closures to deselect
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var windowContext = itemView.GetComponentInParent<GridWindow>()?.WindowContext ?? itemView.GetComponentInParent<InfoWindow>()?.WindowContext;
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if (windowContext != null)
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{
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windowContext.OnClose += () => Deselect(itemContext);
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}
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// Cache the gridview in case we need it
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MultiGrid.Cache(itemView.Container as GridView);
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dictionary.Add(itemContext, itemView);
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ShowSelection(itemView);
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}
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}
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public static void Deselect(ItemContextClass itemContext, bool secondary = false)
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{
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var dictionary = secondary ? SecondaryItems : SelectedItems;
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if (dictionary.TryGetValue(itemContext, out GridItemView itemView))
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{
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HideSelection(itemView);
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}
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dictionary.Remove(itemContext);
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itemContext.Dispose();
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}
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public static void Deselect(GridItemView itemView, bool secondary = false)
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{
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var dictionary = secondary ? SecondaryItems : SelectedItems;
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ItemContextClass itemContext = dictionary.FirstOrDefault(x => x.Value == itemView).Key;
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if (itemContext != null)
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{
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dictionary.Remove(itemContext);
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itemContext.Dispose();
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HideSelection(itemView);
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}
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}
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public static void OnKillItemView(GridItemView itemView)
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{
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ItemContextClass itemContext = SelectedItems.FirstOrDefault(x => x.Value == itemView).Key;
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if (itemContext != null)
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{
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SelectedItems[itemContext] = null;
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HideSelection(itemView);
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}
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}
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public static void OnNewItemView(GridItemView itemView)
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{
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ItemContextClass itemContext = SelectedItems.FirstOrDefault(x => x.Key.Item == itemView.Item).Key;
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if (itemContext != null)
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{
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// We need to refresh the context because if the item moved, it has a new address
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Deselect(itemContext);
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Select(itemView);
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}
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}
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public static bool IsSelected(GridItemView itemView, bool secondary = false)
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{
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var dictionary = secondary ? SecondaryItems : SelectedItems;
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return dictionary.Any(x => x.Key.Item == itemView.Item);
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}
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public static void Prune()
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{
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foreach (var entry in SelectedItems.ToList())
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{
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if (entry.Value == null)
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{
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Deselect(entry.Key);
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}
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}
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}
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public static void CombineSecondary()
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{
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foreach (var entry in SecondaryItems)
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{
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SelectedItems.Add(entry.Key, entry.Value);
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}
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SecondaryItems.Clear();
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}
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public static IEnumerable<ItemContextClass> ItemContexts
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{
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get { return SelectedItems.Keys; }
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}
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public static IEnumerable<ItemContextClass> SecondaryContexts
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{
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get { return SecondaryItems.Keys; }
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}
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public static int Count
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{
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get { return SelectedItems.Count; }
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}
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public static int SecondaryCount
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{
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get { return SecondaryItems.Count; }
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}
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public static bool Active
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{
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get { return SelectedItems.Count > 0; }
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}
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// Sort the items to prioritize the items that share a grid with the dragged item, prepend the dragContext as the first one
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// Can pass no itemContext, and it just sorts items by their grid order
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public static IEnumerable<ItemContextClass> SortedItemContexts(ItemContextClass first = null, bool prepend = true)
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{
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static int gridOrder(LocationInGrid loc) => 100 * loc.y + loc.x;
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var result = ItemContexts
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.Where(ic => first == null || ic.Item != first.Item)
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.OrderByDescending(ic => ic.ItemAddress is GridItemAddress)
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.ThenByDescending(ic => first != null && first.ItemAddress.Container.ParentItem == ic.ItemAddress.Container.ParentItem)
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.ThenBy(ic => ic.ItemAddress is GridItemAddress selectedGridAddress ? gridOrder(MultiGrid.GetGridLocation(selectedGridAddress)) : 0);
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return first != null && prepend ? result.Prepend(first) : result;
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}
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public static void ShowDragCount(DraggedItemView draggedItemView)
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{
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if (draggedItemView != null && Count > 1)
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{
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GameObject textOverlay = new("MultiSelectText", [typeof(RectTransform), typeof(TextMeshProUGUI)]);
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textOverlay.transform.parent = draggedItemView.transform;
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textOverlay.transform.SetAsLastSibling();
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textOverlay.SetActive(true);
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RectTransform overlayRect = textOverlay.GetComponent<RectTransform>();
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overlayRect.anchorMin = Vector2.zero;
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overlayRect.anchorMax = Vector2.one;
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overlayRect.anchoredPosition = new Vector2(0.5f, 0.5f);
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TextMeshProUGUI text = textOverlay.GetComponent<TextMeshProUGUI>();
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text.text = MultiSelect.Count.ToString();
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text.fontSize = 36;
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text.alignment = TextAlignmentOptions.Baseline;
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}
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}
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public static int InteractionCount(EItemInfoButton interaction, ItemUiContext itemUiContext)
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{
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return ItemContexts.Count(ic => InteractionAvailable(ic, interaction, itemUiContext));
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}
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private static bool InteractionAvailable(ItemContextClass itemContext, EItemInfoButton interaction, ItemUiContext itemUiContext)
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{
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// Since itemContext is for "drag", no context actions are allowed. Get the underlying "inventory" context
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ItemContextAbstractClass innerContext = itemContext.GClass2813_0;
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if (innerContext == null)
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{
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return false;
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}
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bool createdContext = false;
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if (innerContext.Item != itemContext.Item)
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{
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// Actual context went away and we're looking at inventory/stash context
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innerContext = innerContext.CreateChild(itemContext.Item);
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createdContext = true;
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}
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var contextInteractions = itemUiContext.GetItemContextInteractions(innerContext, null);
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bool result = contextInteractions.IsInteractionAvailable(interaction);
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if (createdContext)
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{
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innerContext.Dispose();
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}
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return result;
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}
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public static void EquipAll(ItemUiContext itemUiContext, bool allOrNothing)
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{
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if (!allOrNothing || InteractionCount(EItemInfoButton.Equip, itemUiContext) == Count)
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{
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var taskSerializer = itemUiContext.gameObject.AddComponent<ItemContextTaskSerializer>();
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taskSerializer.Initialize(
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SortedItemContexts().Where(ic => InteractionAvailable(ic, EItemInfoButton.Equip, itemUiContext)),
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itemContext => itemUiContext.QuickEquip(itemContext.Item));
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itemUiContext.Tooltip?.Close();
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}
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}
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public static void UnequipAll(ItemUiContext itemUiContext, bool allOrNothing)
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{
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if (!allOrNothing || InteractionCount(EItemInfoButton.Unequip, itemUiContext) == Count)
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{
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var taskSerializer = itemUiContext.gameObject.AddComponent<ItemContextTaskSerializer>();
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taskSerializer.Initialize(
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SortedItemContexts().Where(ic => InteractionAvailable(ic, EItemInfoButton.Unequip, itemUiContext)),
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itemContext => itemUiContext.Uninstall(itemContext.GClass2813_0));
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itemUiContext.Tooltip?.Close();
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}
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}
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public static void UnloadAmmoAll(ItemUiContext itemUiContext, bool allOrNothing)
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{
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StopUnloading();
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if (!allOrNothing || InteractionCount(EItemInfoButton.UnloadAmmo, itemUiContext) == Count)
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{
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// Call Initialize() before setting UnloadSerializer so that the initial synchronous call to StopProcesses()->StopUnloading() doesn't immediately cancel this
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var taskSerializer = itemUiContext.gameObject.AddComponent<ItemContextTaskSerializer>();
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taskSerializer.Initialize(
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SortedItemContexts().Where(ic => InteractionAvailable(ic, EItemInfoButton.UnloadAmmo, itemUiContext)),
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itemContext => itemUiContext.UnloadAmmo(itemContext.Item));
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UnloadSerializer = taskSerializer;
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itemUiContext.Tooltip?.Close();
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}
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}
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public static void StopUnloading()
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{
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if (UnloadSerializer == null)
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{
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return;
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}
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UnloadSerializer.Cancel();
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UnloadSerializer = null;
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}
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public static void UnpackAll(ItemUiContext itemUiContext, bool allOrNothing)
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{
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if (!allOrNothing || InteractionCount(EItemInfoButton.Unpack, itemUiContext) == Count)
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{
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var taskSerializer = itemUiContext.gameObject.AddComponent<ItemContextTaskSerializer>();
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taskSerializer.Initialize(
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SortedItemContexts().Where(ic => InteractionAvailable(ic, EItemInfoButton.Unpack, itemUiContext)),
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itemContext => itemUiContext.UnpackItem(itemContext.Item));
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itemUiContext.Tooltip?.Close();
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}
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}
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private static void ShowSelection(GridItemView itemView)
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{
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GameObject selectedMark = itemView.transform.Find("SelectedMark")?.gameObject;
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if (selectedMark == null)
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{
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selectedMark = UnityEngine.Object.Instantiate(SelectedMarkTemplate, itemView.transform, false);
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selectedMark.name = "SelectedMark";
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}
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selectedMark.SetActive(true);
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GameObject selectedBackground = itemView.transform.Find("SelectedBackground")?.gameObject;
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if (selectedBackground == null)
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{
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selectedBackground = UnityEngine.Object.Instantiate(SelectedBackgroundTemplate, itemView.transform, false);
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selectedBackground.transform.SetAsFirstSibling();
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selectedBackground.name = "SelectedBackground";
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}
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selectedBackground.SetActive(true);
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}
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private static void HideSelection(GridItemView itemView)
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{
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if (itemView == null)
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{
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return;
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}
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GameObject selectedMark = itemView.transform.Find("SelectedMark")?.gameObject;
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GameObject selectedBackground = itemView.transform.Find("SelectedBackground")?.gameObject;
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selectedMark?.SetActive(false);
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selectedBackground?.SetActive(false);
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}
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}
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public class MultiSelectItemContext : ItemContextClass
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{
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public MultiSelectItemContext(ItemContextAbstractClass itemContext, ItemRotation rotation) : base(itemContext, rotation)
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{
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// Adjust event handlers
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if (GClass2813_0 != null)
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{
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// Listen for underlying context being disposed, it might mean the item is gone (merged, destroyed, etc)
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GClass2813_0.OnDisposed += OnParentDispose;
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// This serves no purpose and causes stack overflows
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GClass2813_0.OnCloseWindow -= CloseDependentWindows;
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}
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}
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public override void Dispose()
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{
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base.Dispose();
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if (GClass2813_0 != null)
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{
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GClass2813_0.OnDisposed -= OnParentDispose;
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}
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}
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private void OnParentDispose()
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{
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if (Item.CurrentAddress == null || Item.CurrentAddress.Container.ParentItem is MagazineClass)
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{
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// This item was entirely merged away, or went into a magazine
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MultiSelect.Deselect(this);
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}
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}
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// used by ItemUiContext.QuickFindAppropriatePlace, the one that picks a container, i.e. ctrl-click
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// ItemContextClass (drag) defaults to None, but we want what the underlying item allows
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public override bool CanQuickMoveTo(ETargetContainer targetContainer)
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{
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if (GClass2813_0 != null)
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{
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return GClass2813_0.CanQuickMoveTo(targetContainer);
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}
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return base.CanQuickMoveTo(targetContainer);
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}
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}
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// Specific type of TaskSerializer because Unity can't understand generics
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public class ItemContextTaskSerializer : TaskSerializer<ItemContextClass> { }
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public static class MultiSelectExtensions
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{
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public static bool IsSelectable(this ItemView itemView)
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{
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// Common non-interactable stuff
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if (!itemView.IsInteractable || !itemView.IsSearched || itemView.RemoveError.Value != null)
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{
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return false;
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}
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// Ironically, SelectableSlotItemView is not selectable. Those are for picking as a choice
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if (itemView is SelectableSlotItemView)
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{
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return false;
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}
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// You can't multi-select trader's items or items being sold
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if (itemView is TradingItemView tradingItemView)
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{
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if (itemView is not TradingPlayerItemView || tradingItemView.R().IsBeingSold)
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{
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return false;
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}
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}
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return true;
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}
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public static IEnumerable<ItemContextClass> RepeatUntilEmpty(this ItemContextClass itemContext)
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{
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while (itemContext.Item.StackObjectsCount > 0)
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{
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yield return itemContext;
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}
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}
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}
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}
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Reference in New Issue
Block a user