using Robust.Client.GameObjects; using Robust.Client.Graphics; using static Robust.Client.GameObjects.SpriteComponent; using Robust.Client.Utility; using Robust.Shared.Graphics; using Direction = Robust.Shared.Maths.Direction; using System.Numerics; namespace Content.Client.Clickable; public sealed partial class ClickableSystem : EntitySystem { [Dependency] private readonly IClickMapManager _clickMapManager = default!; [Dependency] private readonly SharedTransformSystem _transformSystem = default!; /// /// 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 entity that we are trying to click. /// The world position that was clicked. /// The PoV the click is originating from. /// The draw depth for the sprite that captured the click. /// The render order for the sprite that captured the click. /// The bottom of the sprite AABB from the perspective of the eye doing 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) { var (uid, clickable, sprite, xform) = entity; if (!sprite.Visible) { drawDepth = default; renderOrder = default; bottom = default; return false; } drawDepth = sprite.DrawDepth; renderOrder = sprite.RenderOrder; var (spritePos, spriteRot) = _transformSystem.GetWorldPositionRotation(xform); var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation); bottom = Matrix3.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom; 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 = (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 = Matrix3.CreateInverseTransform(_transformSystem.GetWorldPosition(xform), sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping); var localPos = invSpriteMatrix.Transform(entityXform.Transform(worldPos)); // Check explicitly defined click-able bounds if (CheckDirBound((uid, clickable, 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 * 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); var inverseMatrix = Matrix3.Invert(matrix); var layerLocal = inverseMatrix.Transform(localPos); // 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; } /// /// Used to check whether a click worked lands inside of the AABB for the current sprite for a clickable entity. /// /// The world position that was clicked. /// The angle of the entity to check relative to the PoV that the click is coming from. /// True if the click lands inside the relevant AABB. public bool CheckDirBound(Entity entity, Angle relativeRotation, Vector2 localPos) { var (uid, clickable, sprite) = entity; 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); } }