File: Script.c

package info (click to toggle)
openclonk 8.1-4
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 169,520 kB
  • sloc: cpp: 180,479; ansic: 108,988; xml: 31,371; python: 1,223; php: 767; makefile: 145; sh: 101; javascript: 34
file content (1454 lines) | stat: -rw-r--r-- 47,518 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
/**
	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).
				The function is called in the object that the menu was opened for and passes the player's Clonk as the first argument. 
				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_callback_parameter (optional):
				Passed as second argument to entries_callback. Can be used for custom information.
			entries_callback_target (optional):
				By default the object for which the menu is opened, can be changed for more involved constructions.
			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);
	// Remove check objects effect.
	if (cursor)
		RemoveEffect("IntCheckObjects", cursor);
}

// 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)
		{
			var call_from = menu.entries_callback_target ?? obj;			
			menu.entries = call_from->Call(menu.entries_callback, cursor, menu.entries_callback_parameter);
		}
		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);
		
		// For contents menus, we can sometimes present additional information about objects.
		if (info.menu.flag == InteractionMenu_Contents)
		{
			// Get the first valid object of the clicked stack.
			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;
				}
			}
			// ..and use that object to fetch some more information.
			if (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)
{
	if (!current_menus[extra_data.slot]) return;
	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(object target, effect, int time)
{
	// Remove effect if menu is gone or menu at slot and index is not a contents menu.
	if (!effect.obj)
		return FX_Execute_Kill;
	if (!current_menus[effect.slot] || !current_menus[effect.slot].menus[effect.menu_index])
		return FX_Execute_Kill;
	if (!(current_menus[effect.slot].menus[effect.menu_index].flag & InteractionMenu_Contents))
		return FX_Execute_Kill;
	// 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->~GetStackCount() ?? 1;
		// Infinite stacks work differently - showing an arbitrary amount would not make sense.
		if (object_amount > 1 && obj->~IsInfiniteStackCount())
			object_amount = 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 FX_OK;
	}
	
	effect.last_inventory = inventory[:];
	DoMenuRefresh(effect.slot, effect.menu_index, inventory);
	return FX_OK;
}

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)
	{
		var call_from = menu.entries_callback_target ?? current_menus[slot].target;
		new_entries = call_from->Call(menu.entries_callback, this.cursor, menu.entries_callback_parameter);
	}
	
	// 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];
		if (!old_entry) continue;
		
		var found = false;
		var symbol_equal_index = -1;
		for (var ni = 0; ni < GetLength(new_entries); ++ni)
		{
			var new_entry = new_entries[ni];
			if (!new_entry) continue;
			
			if (!EntriesEqual(new_entry, old_entry))
			{
				// Exception for the inventory menus.. extra_data includes all the found objects, but they are allowed to differ here.
				// So we check for equality excluding the objects.
				var extra1 = new_entry.extra_data;
				if (GetType(extra1) == C4V_PropList) extra1 = new extra1 {objects = nil};
				var extra2 = old_entry.extra_data;
				if (GetType(extra2) == C4V_PropList) extra2 = new extra2 {objects = nil};
				// We also allow the symbols to change as long as the actual ID stays intact.
				var symbol1 = new_entry.symbol;
				var symbol2 = old_entry.symbol;
				var symbols_equal = symbol1 == symbol2;
				if (!symbols_equal && symbol1 && symbol2 && GetType(symbol1) == C4V_C4Object && GetType(symbol2) == C4V_C4Object)
					symbols_equal = symbol1->~GetID() == symbol2->~GetID();

				if (symbols_equal && DeepEqual(extra1, extra2) && DeepEqual(new_entry.custom, old_entry.custom) && (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
	&& DeepEqual(entry_a.extra_data, entry_b.extra_data)
	&& DeepEqual(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;
}