Re-organize all projects (#4166)
This commit is contained in:
138
Content.Client/Clickable/ClickableComponent.cs
Normal file
138
Content.Client/Clickable/ClickableComponent.cs
Normal file
@@ -0,0 +1,138 @@
|
||||
using System;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Client.Clickable
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ClickableComponent : Component
|
||||
{
|
||||
public override string Name => "Clickable";
|
||||
|
||||
[Dependency] private readonly IClickMapManager _clickMapManager = default!;
|
||||
|
||||
[ViewVariables] [DataField("bounds")] private DirBoundData _data = DirBoundData.Default;
|
||||
|
||||
/// <summary>
|
||||
/// Used to check whether a click worked.
|
||||
/// </summary>
|
||||
/// <param name="worldPos">The world position that was clicked.</param>
|
||||
/// <param name="drawDepth">
|
||||
/// The draw depth for the sprite that captured the click.
|
||||
/// </param>
|
||||
/// <returns>True if the click worked, false otherwise.</returns>
|
||||
public bool CheckClick(Vector2 worldPos, out int drawDepth, out uint renderOrder)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out ISpriteComponent? sprite) || !sprite.Visible)
|
||||
{
|
||||
drawDepth = default;
|
||||
renderOrder = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
var transform = Owner.Transform;
|
||||
var localPos = transform.InvWorldMatrix.Transform(worldPos);
|
||||
var spriteMatrix = Matrix3.Invert(sprite.GetLocalMatrix());
|
||||
|
||||
localPos = spriteMatrix.Transform(localPos);
|
||||
|
||||
var found = false;
|
||||
var worldRotation = transform.WorldRotation;
|
||||
|
||||
if (_data.All.Contains(localPos))
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: diagonal support?
|
||||
|
||||
var modAngle = sprite.NoRotation ? SpriteComponent.CalcRectWorldAngle(worldRotation, 4) : Angle.Zero;
|
||||
var dir = sprite.EnableDirectionOverride ? sprite.DirectionOverride : worldRotation.GetCardinalDir();
|
||||
|
||||
modAngle += dir.ToAngle();
|
||||
|
||||
var layerPos = modAngle.RotateVec(localPos);
|
||||
|
||||
var boundsForDir = dir switch
|
||||
{
|
||||
Direction.East => _data.East,
|
||||
Direction.North => _data.North,
|
||||
Direction.South => _data.South,
|
||||
Direction.West => _data.West,
|
||||
_ => throw new InvalidOperationException()
|
||||
};
|
||||
|
||||
if (boundsForDir.Contains(layerPos))
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found)
|
||||
{
|
||||
foreach (var layer in sprite.AllLayers)
|
||||
{
|
||||
if (!layer.Visible) continue;
|
||||
|
||||
var dirCount = sprite.GetLayerDirectionCount(layer);
|
||||
var dir = layer.EffectiveDirection(worldRotation);
|
||||
var modAngle = sprite.NoRotation ? SpriteComponent.CalcRectWorldAngle(worldRotation, dirCount) : Angle.Zero;
|
||||
modAngle += dir.Convert().ToAngle();
|
||||
|
||||
var layerPos = modAngle.RotateVec(localPos);
|
||||
|
||||
var localOffset = layerPos * EyeManager.PixelsPerMeter * (1, -1);
|
||||
if (layer.Texture != null)
|
||||
{
|
||||
if (_clickMapManager.IsOccluding(layer.Texture,
|
||||
(Vector2i) (localOffset + layer.Texture.Size / 2f)))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (layer.RsiState != default)
|
||||
{
|
||||
var rsi = layer.ActualRsi;
|
||||
if (rsi == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var (mX, mY) = localOffset + rsi.Size / 2;
|
||||
|
||||
if (_clickMapManager.IsOccluding(rsi, layer.RsiState, dir,
|
||||
layer.AnimationFrame, ((int) mX, (int) mY)))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawDepth = sprite.DrawDepth;
|
||||
renderOrder = sprite.RenderOrder;
|
||||
return found;
|
||||
}
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class DirBoundData
|
||||
{
|
||||
[ViewVariables] [DataField("all")] public Box2 All;
|
||||
[ViewVariables] [DataField("north")] public Box2 North;
|
||||
[ViewVariables] [DataField("south")] public Box2 South;
|
||||
[ViewVariables] [DataField("east")] public Box2 East;
|
||||
[ViewVariables] [DataField("west")] public Box2 West;
|
||||
|
||||
public static DirBoundData Default { get; } = new();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user