Files
tbd-station-14/Content.Client/Clickable/ClickableComponent.cs
2022-12-26 11:12:16 +11:00

143 lines
6.3 KiB
C#

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!;
[DataField("bounds")] public DirBoundData? Bounds;
/// <summary>
/// Used to check whether a click worked. Will first check if the click falls inside of some explicit bounding
/// boxes (see <see cref="Bounds"/>). If that fails, attempts to use automatically generated click maps.
/// </summary>
/// <param name="worldPos">The world position that was clicked.</param>
/// <param name="drawDepth">
/// The draw depth for the sprite that captured the click.
/// </param>
/// <returns>True if the click worked, false otherwise.</returns>
public bool CheckClick(SpriteComponent sprite, EntityQuery<TransformComponent> xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
{
if (!sprite.Visible || !xformQuery.TryGetComponent(sprite.Owner, out var transform))
{
drawDepth = default;
renderOrder = default;
bottom = default;
return false;
}
drawDepth = sprite.DrawDepth;
renderOrder = sprite.RenderOrder;
var (spritePos, spriteRot) = transform.GetWorldPositionRotation(xformQuery);
var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation);
bottom = spriteBB.CalcBoundingBox().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(transform.WorldPosition, sprite.NoRotation ? -eye.Rotation : spriteRot - 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.ActualRsi is not { } rsi || !rsi.TryGetState(layer.State, out var rsiState))
continue;
var dir = Layer.GetDirection(rsiState.Directions, 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 * (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;
bottom = 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
{
[DataField("all")] public Box2 All;
[DataField("north")] public Box2 North;
[DataField("south")] public Box2 South;
[DataField("east")] public Box2 East;
[DataField("west")] public Box2 West;
}
}
}