diff --git a/Content.Client/Clickable/ClickableComponent.cs b/Content.Client/Clickable/ClickableComponent.cs index 987473ca46..da81ed4c84 100644 --- a/Content.Client/Clickable/ClickableComponent.cs +++ b/Content.Client/Clickable/ClickableComponent.cs @@ -1,148 +1,17 @@ -using System.Numerics; -using Robust.Client.GameObjects; -using Robust.Client.Graphics; -using Robust.Client.Utility; -using Robust.Shared.Graphics; -using static Robust.Client.GameObjects.SpriteComponent; -using Direction = Robust.Shared.Maths.Direction; +namespace Content.Client.Clickable; -namespace Content.Client.Clickable +[RegisterComponent] +public sealed partial class ClickableComponent : Component { - [RegisterComponent] - public sealed partial class ClickableComponent : Component + [DataField] public DirBoundData? Bounds; + + [DataDefinition] + public sealed partial class DirBoundData { - [Dependency] private readonly IClickMapManager _clickMapManager = default!; - - [DataField("bounds")] public DirBoundData? Bounds; - - /// - /// Used to check whether a click worked. Will first check if the click falls inside of some explicit bounding - /// boxes (see ). If that fails, attempts to use automatically generated click maps. - /// - /// The world position that was clicked. - /// - /// The draw depth for the sprite that captured the click. - /// - /// True if the click worked, false otherwise. - public bool CheckClick(SpriteComponent sprite, TransformComponent transform, EntityQuery xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom) - { - if (!sprite.Visible) - { - drawDepth = default; - renderOrder = default; - bottom = default; - return false; - } - - drawDepth = sprite.DrawDepth; - renderOrder = sprite.RenderOrder; - var (spritePos, spriteRot) = transform.GetWorldPositionRotation(xformQuery); - var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation); - bottom = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom; - - Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix); - - // This should have been the rotation of the sprite relative to the screen, but this is not the case with no-rot or directional sprites. - var relativeRotation = (spriteRot + eye.Rotation).Reduced().FlipPositive(); - - Angle cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero; - - // First we get `localPos`, the clicked location in the sprite-coordinate frame. - var entityXform = Matrix3Helpers.CreateInverseTransform(spritePos, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping); - var localPos = Vector2.Transform(Vector2.Transform(worldPos, entityXform), invSpriteMatrix); - - // Check explicitly defined click-able bounds - if (CheckDirBound(sprite, relativeRotation, localPos)) - return true; - - // Next check each individual sprite layer using automatically computed click maps. - foreach (var spriteLayer in sprite.AllLayers) - { - // TODO: Move this to a system and also use SpriteSystem.IsVisible instead. - if (!spriteLayer.Visible || spriteLayer is not Layer layer || layer.CopyToShaderParameters != null) - { - continue; - } - - // Check the layer's texture, if it has one - if (layer.Texture != null) - { - // Convert to image coordinates - var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * new Vector2(1, -1) + layer.Texture.Size / 2f); - - if (_clickMapManager.IsOccluding(layer.Texture, imagePos)) - return true; - } - - // Either we weren't clicking on the texture, or there wasn't one. In which case: check the RSI next - if (layer.ActualRsi is not { } rsi || !rsi.TryGetState(layer.State, out var rsiState)) - continue; - - var dir = Layer.GetDirection(rsiState.RsiDirections, relativeRotation); - - // convert to layer-local coordinates - layer.GetLayerDrawMatrix(dir, out var matrix); - Matrix3x2.Invert(matrix, out var inverseMatrix); - var layerLocal = Vector2.Transform(localPos, inverseMatrix); - - // Convert to image coordinates - var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * new Vector2(1, -1) + rsiState.Size / 2f); - - // Next, to get the right click map we need the "direction" of this layer that is actually being used to draw the sprite on the screen. - // This **can** differ from the dir defined before, but can also just be the same. - if (sprite.EnableDirectionOverride) - dir = sprite.DirectionOverride.Convert(rsiState.RsiDirections); - dir = dir.OffsetRsiDir(layer.DirOffset); - - if (_clickMapManager.IsOccluding(layer.ActualRsi!, layer.State, dir, layer.AnimationFrame, layerImagePos)) - return true; - } - - drawDepth = default; - renderOrder = default; - bottom = default; - return false; - } - - public bool CheckDirBound(SpriteComponent sprite, Angle relativeRotation, Vector2 localPos) - { - if (Bounds == null) - return false; - - // These explicit bounds only work for either 1 or 4 directional sprites. - - // This would be the orientation of a 4-directional sprite. - var direction = relativeRotation.GetCardinalDir(); - - var modLocalPos = sprite.NoRotation - ? localPos - : direction.ToAngle().RotateVec(localPos); - - // First, check the bounding box that is valid for all orientations - if (Bounds.All.Contains(modLocalPos)) - return true; - - // Next, get and check the appropriate bounding box for the current sprite orientation - var boundsForDir = (sprite.EnableDirectionOverride ? sprite.DirectionOverride : direction) switch - { - Direction.East => Bounds.East, - Direction.North => Bounds.North, - Direction.South => Bounds.South, - Direction.West => Bounds.West, - _ => throw new InvalidOperationException() - }; - - return boundsForDir.Contains(modLocalPos); - } - - [DataDefinition] - public sealed partial class DirBoundData - { - [DataField("all")] public Box2 All; - [DataField("north")] public Box2 North; - [DataField("south")] public Box2 South; - [DataField("east")] public Box2 East; - [DataField("west")] public Box2 West; - } + [DataField] public Box2 All; + [DataField] public Box2 North; + [DataField] public Box2 South; + [DataField] public Box2 East; + [DataField] public Box2 West; } } diff --git a/Content.Client/Clickable/ClickableSystem.cs b/Content.Client/Clickable/ClickableSystem.cs new file mode 100644 index 0000000000..15d13df625 --- /dev/null +++ b/Content.Client/Clickable/ClickableSystem.cs @@ -0,0 +1,168 @@ +using System.Numerics; +using Robust.Client.GameObjects; +using Robust.Client.Graphics; +using Robust.Client.Utility; +using Robust.Shared.Graphics; + +namespace Content.Client.Clickable; + +/// +/// Handles click detection for sprites. +/// +public sealed class ClickableSystem : EntitySystem +{ + [Dependency] private readonly IClickMapManager _clickMapManager = default!; + [Dependency] private readonly SharedTransformSystem _transforms = default!; + [Dependency] private readonly SpriteSystem _sprites = default!; + + private EntityQuery _clickableQuery; + private EntityQuery _xformQuery; + + public override void Initialize() + { + base.Initialize(); + _clickableQuery = GetEntityQuery(); + _xformQuery = GetEntityQuery(); + } + + /// + /// Used to check whether a click worked. Will first check if the click falls inside of some explicit bounding + /// boxes (see ). If that fails, attempts to use automatically generated click maps. + /// + /// The world position that was clicked. + /// + /// The draw depth for the sprite that captured the click. + /// + /// True if the click worked, false otherwise. + public bool CheckClick(Entity entity, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom) + { + if (!_clickableQuery.Resolve(entity.Owner, ref entity.Comp1, false)) + { + drawDepth = default; + renderOrder = default; + bottom = default; + return false; + } + + if (!_xformQuery.Resolve(entity.Owner, ref entity.Comp3)) + { + drawDepth = default; + renderOrder = default; + bottom = default; + return false; + } + + var sprite = entity.Comp2; + var transform = entity.Comp3; + + if (!sprite.Visible) + { + drawDepth = default; + renderOrder = default; + bottom = default; + return false; + } + + drawDepth = sprite.DrawDepth; + renderOrder = sprite.RenderOrder; + var (spritePos, spriteRot) = _transforms.GetWorldPositionRotation(transform); + var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation); + bottom = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom; + + Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix); + + // This should have been the rotation of the sprite relative to the screen, but this is not the case with no-rot or directional sprites. + var relativeRotation = (spriteRot + eye.Rotation).Reduced().FlipPositive(); + + var cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero; + + // First we get `localPos`, the clicked location in the sprite-coordinate frame. + var entityXform = Matrix3Helpers.CreateInverseTransform(spritePos, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping); + var localPos = Vector2.Transform(Vector2.Transform(worldPos, entityXform), invSpriteMatrix); + + // Check explicitly defined click-able bounds + if (CheckDirBound((entity.Owner, entity.Comp1, entity.Comp2), relativeRotation, localPos)) + return true; + + // Next check each individual sprite layer using automatically computed click maps. + foreach (var spriteLayer in sprite.AllLayers) + { + if (spriteLayer is not SpriteComponent.Layer layer || !_sprites.IsVisible(layer)) + { + continue; + } + + // Check the layer's texture, if it has one + if (layer.Texture != null) + { + // Convert to image coordinates + var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * new Vector2(1, -1) + layer.Texture.Size / 2f); + + if (_clickMapManager.IsOccluding(layer.Texture, imagePos)) + return true; + } + + // Either we weren't clicking on the texture, or there wasn't one. In which case: check the RSI next + if (layer.ActualRsi is not { } rsi || !rsi.TryGetState(layer.State, out var rsiState)) + continue; + + var dir = SpriteComponent.Layer.GetDirection(rsiState.RsiDirections, relativeRotation); + + // convert to layer-local coordinates + layer.GetLayerDrawMatrix(dir, out var matrix); + Matrix3x2.Invert(matrix, out var inverseMatrix); + var layerLocal = Vector2.Transform(localPos, inverseMatrix); + + // Convert to image coordinates + var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * new Vector2(1, -1) + rsiState.Size / 2f); + + // Next, to get the right click map we need the "direction" of this layer that is actually being used to draw the sprite on the screen. + // This **can** differ from the dir defined before, but can also just be the same. + if (sprite.EnableDirectionOverride) + dir = sprite.DirectionOverride.Convert(rsiState.RsiDirections); + dir = dir.OffsetRsiDir(layer.DirOffset); + + if (_clickMapManager.IsOccluding(layer.ActualRsi!, layer.State, dir, layer.AnimationFrame, layerImagePos)) + return true; + } + + drawDepth = default; + renderOrder = default; + bottom = default; + return false; + } + + public bool CheckDirBound(Entity entity, Angle relativeRotation, Vector2 localPos) + { + var clickable = entity.Comp1; + var sprite = entity.Comp2; + + if (clickable.Bounds == null) + return false; + + // These explicit bounds only work for either 1 or 4 directional sprites. + + // This would be the orientation of a 4-directional sprite. + var direction = relativeRotation.GetCardinalDir(); + + var modLocalPos = sprite.NoRotation + ? localPos + : direction.ToAngle().RotateVec(localPos); + + // First, check the bounding box that is valid for all orientations + if (clickable.Bounds.All.Contains(modLocalPos)) + return true; + + // Next, get and check the appropriate bounding box for the current sprite orientation + var boundsForDir = (sprite.EnableDirectionOverride ? sprite.DirectionOverride : direction) switch + { + Direction.East => clickable.Bounds.East, + Direction.North => clickable.Bounds.North, + Direction.South => clickable.Bounds.South, + Direction.West => clickable.Bounds.West, + _ => throw new InvalidOperationException() + }; + + return boundsForDir.Contains(modLocalPos); + } +} diff --git a/Content.Client/Gameplay/GameplayStateBase.cs b/Content.Client/Gameplay/GameplayStateBase.cs index 0a695b2c01..1e6fd485b3 100644 --- a/Content.Client/Gameplay/GameplayStateBase.cs +++ b/Content.Client/Gameplay/GameplayStateBase.cs @@ -2,6 +2,7 @@ using System.Linq; using System.Numerics; using Content.Client.Clickable; using Content.Client.UserInterface; +using Content.Client.Viewport; using Content.Shared.Input; using Robust.Client.ComponentTrees; using Robust.Client.GameObjects; @@ -13,11 +14,13 @@ using Robust.Client.UserInterface; using Robust.Client.UserInterface.Controls; using Robust.Client.UserInterface.CustomControls; using Robust.Shared.Console; +using Robust.Shared.Graphics; using Robust.Shared.Input; using Robust.Shared.Input.Binding; using Robust.Shared.Map; using Robust.Shared.Player; using Robust.Shared.Timing; +using YamlDotNet.Serialization.TypeInspectors; namespace Content.Client.Gameplay { @@ -98,7 +101,15 @@ namespace Content.Client.Gameplay public EntityUid? GetClickedEntity(MapCoordinates coordinates) { - var first = GetClickableEntities(coordinates).FirstOrDefault(); + return GetClickedEntity(coordinates, _eyeManager.CurrentEye); + } + + public EntityUid? GetClickedEntity(MapCoordinates coordinates, IEye? eye) + { + if (eye == null) + return null; + + var first = GetClickableEntities(coordinates, eye).FirstOrDefault(); return first.IsValid() ? first : null; } @@ -110,6 +121,20 @@ namespace Content.Client.Gameplay public IEnumerable GetClickableEntities(MapCoordinates coordinates) { + return GetClickableEntities(coordinates, _eyeManager.CurrentEye); + } + + public IEnumerable GetClickableEntities(MapCoordinates coordinates, IEye? eye) + { + /* + * TODO: + * 1. Stuff like MeleeWeaponSystem need an easy way to hook into viewport specific entities / entities under mouse + * 2. Cleanup the mess around InteractionOutlineSystem + below the keybind click detection. + */ + + if (eye == null) + return Array.Empty(); + // Find all the entities intersecting our click var spriteTree = _entityManager.EntitySysManager.GetEntitySystem(); var entities = spriteTree.QueryAabb(coordinates.MapId, Box2.CenteredAround(coordinates.Position, new Vector2(1, 1))); @@ -117,15 +142,12 @@ namespace Content.Client.Gameplay // Check the entities against whether or not we can click them var foundEntities = new List<(EntityUid, int, uint, float)>(entities.Count); var clickQuery = _entityManager.GetEntityQuery(); - var xformQuery = _entityManager.GetEntityQuery(); - - // TODO: Smelly - var eye = _eyeManager.CurrentEye; + var clickables = _entityManager.System(); foreach (var entity in entities) { if (clickQuery.TryGetComponent(entity.Uid, out var component) && - component.CheckClick(entity.Component, entity.Transform, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom)) + clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom)) { foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom)); } @@ -188,7 +210,15 @@ namespace Content.Client.Gameplay if (args.Viewport is IViewportControl vp && kArgs.PointerLocation.IsValid) { var mousePosWorld = vp.PixelToMap(kArgs.PointerLocation.Position); - entityToClick = GetClickedEntity(mousePosWorld); + + if (vp is ScalingViewport svp) + { + entityToClick = GetClickedEntity(mousePosWorld, svp.Eye); + } + else + { + entityToClick = GetClickedEntity(mousePosWorld); + } coordinates = _mapManager.TryFindGridAt(mousePosWorld, out _, out var grid) ? grid.MapToGrid(mousePosWorld) : diff --git a/Content.Client/Outline/InteractionOutlineSystem.cs b/Content.Client/Outline/InteractionOutlineSystem.cs index 3dbbafbcaa..40cb5dfd4a 100644 --- a/Content.Client/Outline/InteractionOutlineSystem.cs +++ b/Content.Client/Outline/InteractionOutlineSystem.cs @@ -110,11 +110,15 @@ public sealed class InteractionOutlineSystem : EntitySystem && _inputManager.MouseScreenPosition.IsValid) { var mousePosWorld = vp.PixelToMap(_inputManager.MouseScreenPosition.Position); - entityToClick = screen.GetClickedEntity(mousePosWorld); if (vp is ScalingViewport svp) { renderScale = svp.CurrentRenderScale; + entityToClick = screen.GetClickedEntity(mousePosWorld, svp.Eye); + } + else + { + entityToClick = screen.GetClickedEntity(mousePosWorld); } } else if (_uiManager.CurrentlyHovered is EntityMenuElement element) diff --git a/Content.IntegrationTests/Tests/ClickableTest.cs b/Content.IntegrationTests/Tests/ClickableTest.cs index 7608538185..5983650908 100644 --- a/Content.IntegrationTests/Tests/ClickableTest.cs +++ b/Content.IntegrationTests/Tests/ClickableTest.cs @@ -52,7 +52,6 @@ namespace Content.IntegrationTests.Tests var serverEntManager = server.ResolveDependency(); var eyeManager = client.ResolveDependency(); var spriteQuery = clientEntManager.GetEntityQuery(); - var xformQuery = clientEntManager.GetEntityQuery(); var eye = client.ResolveDependency().CurrentEye; var testMap = await pair.CreateTestMap(); @@ -80,9 +79,8 @@ namespace Content.IntegrationTests.Tests eyeManager.CurrentEye.Rotation = 0; var pos = clientEntManager.System().GetWorldPosition(clientEnt); - var clickable = clientEntManager.GetComponent(clientEnt); - hit = clickable.CheckClick(sprite, xformQuery.GetComponent(clientEnt), xformQuery, new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _); + hit = clientEntManager.System().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _); }); await server.WaitPost(() =>