Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using System;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.Interfaces.GameObjects.Components.Interaction
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{
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/// <summary>
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/// This interface allows a local client to initiate dragging of the component's entity by mouse, for drag and
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/// drop interactions. The actual logic of what happens on drop
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/// is handled by IDragDrop
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/// </summary>
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public interface IClientDraggable
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{
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/// <summary>
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/// Invoked on entities visible to the user to check if this component's entity
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/// can be dropped on the indicated target entity. No need to check range / reachability in here.
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/// </summary>
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/// <returns>true iff target is a valid target to be dropped on by this
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/// component's entity. Returning true will cause the target entity to be highlighted as a potential
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/// target and allow dropping when in range.</returns>
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bool ClientCanDropOn(CanDropEventArgs eventArgs);
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/// <summary>
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/// Invoked clientside when user is attempting to initiate a drag with this component's entity
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/// in range. Return true if the drag should be initiated. It's fine to
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/// return true even if there wouldn't be any valid targets - just return true
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/// if this entity is in a "draggable" state.
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns>true iff drag should be initiated</returns>
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bool ClientCanDrag(CanDragEventArgs eventArgs);
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}
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public class CanDropEventArgs : EventArgs
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{
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public CanDropEventArgs(IEntity user, IEntity dragged, IEntity target)
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{
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User = user;
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Dragged = dragged;
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Target = target;
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}
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public IEntity User { get; }
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public IEntity Dragged { get; }
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public IEntity Target { get; }
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}
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public class CanDragEventArgs : EventArgs
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{
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public CanDragEventArgs(IEntity user, IEntity dragged)
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{
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User = user;
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Dragged = dragged;
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}
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public IEntity User { get; }
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public IEntity Dragged { get; }
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}
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}
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