using System; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.Utility; using static Robust.Client.GameObjects.SpriteComponent; namespace Content.Client.Clickable { [RegisterComponent] public sealed class ClickableComponent : Component { [Dependency] private readonly IClickMapManager _clickMapManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IEntityManager _entMan = default!; [ViewVariables] [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(Vector2 worldPos, out int drawDepth, out uint renderOrder) { if (!_entMan.TryGetComponent(Owner, out SpriteComponent? sprite) || !sprite.Visible) { drawDepth = default; renderOrder = default; return false; } drawDepth = sprite.DrawDepth; renderOrder = sprite.RenderOrder; var transform = _entMan.GetComponent(Owner); var worldRot = transform.WorldRotation; // We need to convert world angle to a positive value. between 0 and 2pi. This is important for // CalcRectWorldAngle to get the right angle. Otherwise can get incorrect results for sprites at angles like // -135 degrees (seems highly specific, but AI actors & other entities can snap to those angles while // moving). As to why we treat world-angle like this, but not eye angle or world+eye, it is just because // thats what sprite-rendering does. worldRot = worldRot.Reduced(); if (worldRot.Theta < 0) worldRot = new Angle(worldRot.Theta + Math.Tau); var invSpriteMatrix = Matrix3.Invert(sprite.GetLocalMatrix()); // 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 = worldRot + _eyeManager.CurrentEye.Rotation; Angle cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero; // First we get `localPos`, the clicked location in the sprite-coordinate frame. var entityXform = Matrix3.CreateInverseTransform(transform.WorldPosition, sprite.NoRotation ? -_eyeManager.CurrentEye.Rotation : worldRot - cardinalSnapping); var localPos = invSpriteMatrix.Transform(entityXform.Transform(worldPos)); // 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) { if (!spriteLayer.Visible || spriteLayer is not Layer 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 * (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.State == null || layer.ActualRsi is not RSI rsi || !rsi.TryGetState(layer.State, out var rsiState)) continue; var dir = (rsiState.Directions == RSI.State.DirectionType.Dir1) ? RSI.State.Direction.South : relativeRotation.ToRsiDirection(rsiState.Directions); // convert to layer-local coordinates layer.GetLayerDrawMatrix(dir, out var matrix); var inverseMatrix = Matrix3.Invert(matrix); var layerLocal = inverseMatrix.Transform(localPos); // Convert to image coordinates var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * (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.Directions);; dir = dir.OffsetRsiDir(layer.DirOffset); if (_clickMapManager.IsOccluding(layer.ActualRsi!, layer.State, dir, layer.AnimationFrame, layerImagePos)) return true; } drawDepth = default; renderOrder = default; return false; } public bool CheckDirBound(ISpriteComponent 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 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; } } }