156 lines
7.1 KiB
C#
156 lines
7.1 KiB
C#
using System;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Clickable
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{
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[RegisterComponent]
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public sealed class ClickableComponent : Component
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{
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[Dependency] private readonly IClickMapManager _clickMapManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[ViewVariables] [DataField("bounds")] public DirBoundData? Bounds;
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/// <summary>
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/// Used to check whether a click worked. Will first check if the click falls inside of some explicit bounding
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/// boxes (see <see cref="Bounds"/>). If that fails, attempts to use automatically generated click maps.
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/// </summary>
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/// <param name="worldPos">The world position that was clicked.</param>
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/// <param name="drawDepth">
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/// The draw depth for the sprite that captured the click.
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/// </param>
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/// <returns>True if the click worked, false otherwise.</returns>
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public bool CheckClick(Vector2 worldPos, out int drawDepth, out uint renderOrder)
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{
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if (!_entMan.TryGetComponent(Owner, out SpriteComponent? sprite) || !sprite.Visible)
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{
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drawDepth = default;
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renderOrder = default;
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return false;
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}
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drawDepth = sprite.DrawDepth;
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renderOrder = sprite.RenderOrder;
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var transform = _entMan.GetComponent<TransformComponent>(Owner);
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var worldRot = transform.WorldRotation;
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// We need to convert world angle to a positive value. between 0 and 2pi. This is important for
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// CalcRectWorldAngle to get the right angle. Otherwise can get incorrect results for sprites at angles like
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// -135 degrees (seems highly specific, but AI actors & other entities can snap to those angles while
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// moving). As to why we treat world-angle like this, but not eye angle or world+eye, it is just because
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// thats what sprite-rendering does.
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worldRot = worldRot.Reduced();
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if (worldRot.Theta < 0)
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worldRot = new Angle(worldRot.Theta + Math.Tau);
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var invSpriteMatrix = Matrix3.Invert(sprite.GetLocalMatrix());
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// 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.
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var relativeRotation = worldRot + _eyeManager.CurrentEye.Rotation;
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Angle cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero;
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// First we get `localPos`, the clicked location in the sprite-coordinate frame.
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var entityXform = Matrix3.CreateInverseTransform(transform.WorldPosition, sprite.NoRotation ? -_eyeManager.CurrentEye.Rotation : worldRot - cardinalSnapping);
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var localPos = invSpriteMatrix.Transform(entityXform.Transform(worldPos));
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// Check explicitly defined click-able bounds
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if (CheckDirBound(sprite, relativeRotation, localPos))
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return true;
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// Next check each individual sprite layer using automatically computed click maps.
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foreach (var spriteLayer in sprite.AllLayers)
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{
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if (!spriteLayer.Visible || spriteLayer is not Layer layer)
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continue;
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// Check the layer's texture, if it has one
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if (layer.Texture != null)
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{
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// Convert to image coordinates
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var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * (1, -1) + layer.Texture.Size / 2f);
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if (_clickMapManager.IsOccluding(layer.Texture, imagePos))
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return true;
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}
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// Either we weren't clicking on the texture, or there wasn't one. In which case: check the RSI next
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if (layer.State == null || layer.ActualRsi is not RSI rsi || !rsi.TryGetState(layer.State, out var rsiState))
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continue;
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var dir = (rsiState.Directions == RSI.State.DirectionType.Dir1)
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? RSI.State.Direction.South
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: relativeRotation.ToRsiDirection(rsiState.Directions);
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// convert to layer-local coordinates
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layer.GetLayerDrawMatrix(dir, out var matrix);
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var inverseMatrix = Matrix3.Invert(matrix);
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var layerLocal = inverseMatrix.Transform(localPos);
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// Convert to image coordinates
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var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * (1, -1) + rsiState.Size / 2f);
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// 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.
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// This **can** differ from the dir defined before, but can also just be the same.
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if (sprite.EnableDirectionOverride)
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dir = sprite.DirectionOverride.Convert(rsiState.Directions);;
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dir = dir.OffsetRsiDir(layer.DirOffset);
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if (_clickMapManager.IsOccluding(layer.ActualRsi!, layer.State, dir, layer.AnimationFrame, layerImagePos))
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return true;
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}
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drawDepth = default;
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renderOrder = default;
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return false;
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}
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public bool CheckDirBound(ISpriteComponent sprite, Angle relativeRotation, Vector2 localPos)
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{
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if (Bounds == null)
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return false;
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// These explicit bounds only work for either 1 or 4 directional sprites.
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// This would be the orientation of a 4-directional sprite.
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var direction = relativeRotation.GetCardinalDir();
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var modLocalPos = sprite.NoRotation
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? localPos
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: direction.ToAngle().RotateVec(localPos);
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// First, check the bounding box that is valid for all orientations
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if (Bounds.All.Contains(modLocalPos))
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return true;
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// Next, get and check the appropriate bounding box for the current sprite orientation
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var boundsForDir = (sprite.EnableDirectionOverride ? sprite.DirectionOverride : direction) switch
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{
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Direction.East => Bounds.East,
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Direction.North => Bounds.North,
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Direction.South => Bounds.South,
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Direction.West => Bounds.West,
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_ => throw new InvalidOperationException()
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};
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return boundsForDir.Contains(modLocalPos);
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}
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[DataDefinition]
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public sealed class DirBoundData
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{
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[ViewVariables] [DataField("all")] public Box2 All;
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[ViewVariables] [DataField("north")] public Box2 North;
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[ViewVariables] [DataField("south")] public Box2 South;
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[ViewVariables] [DataField("east")] public Box2 East;
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[ViewVariables] [DataField("west")] public Box2 West;
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}
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}
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}
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