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);
}
}