Files
OldThink/Content.Client/Clickable/ClickableComponent.cs

143 lines
6.3 KiB
C#
Raw Normal View History

using Robust.Client.GameObjects;
using Robust.Client.Graphics;
2021-02-22 00:46:27 +01:00
using Robust.Client.Utility;
2022-02-09 15:11:06 +13:00
using static Robust.Client.GameObjects.SpriteComponent;
2020-06-16 16:00:19 +02:00
2021-06-09 22:19:39 +02:00
namespace Content.Client.Clickable
2020-06-16 16:00:19 +02:00
{
[RegisterComponent]
public sealed class ClickableComponent : Component
{
[Dependency] private readonly IClickMapManager _clickMapManager = default!;
[DataField("bounds")] public DirBoundData? Bounds;
2020-06-16 16:00:19 +02:00
/// <summary>
2022-02-09 15:11:06 +13:00
/// 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.
2020-06-16 16:00:19 +02:00
/// </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, TransformComponent transform, EntityQuery<TransformComponent> xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
2020-06-16 16:00:19 +02:00
{
if (!sprite.Visible)
2020-06-16 16:00:19 +02:00
{
drawDepth = default;
renderOrder = default;
2022-12-19 06:41:04 +11:00
bottom = default;
2020-06-16 16:00:19 +02:00
return false;
}
2022-02-09 15:11:06 +13:00
drawDepth = sprite.DrawDepth;
renderOrder = sprite.RenderOrder;
2022-12-19 06:41:04 +11:00
var (spritePos, spriteRot) = transform.GetWorldPositionRotation(xformQuery);
2022-12-26 11:12:16 +11:00
var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation);
2022-12-19 06:41:04 +11:00
bottom = spriteBB.CalcBoundingBox().Bottom;
2022-02-10 04:37:00 +13:00
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.
2022-12-19 06:41:04 +11:00
var relativeRotation = (spriteRot + eye.Rotation).Reduced().FlipPositive();
2020-06-16 16:00:19 +02:00
Angle cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero;
// First we get `localPos`, the clicked location in the sprite-coordinate frame.
2022-12-19 06:41:04 +11:00
var entityXform = Matrix3.CreateInverseTransform(transform.WorldPosition, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping);
var localPos = invSpriteMatrix.Transform(entityXform.Transform(worldPos));
2020-06-16 16:00:19 +02:00
2022-02-09 15:11:06 +13:00
// Check explicitly defined click-able bounds
if (CheckDirBound(sprite, relativeRotation, localPos))
2022-02-09 15:11:06 +13:00
return true;
2020-06-16 16:00:19 +02:00
2022-02-09 15:11:06 +13:00
// Next check each individual sprite layer using automatically computed click maps.
foreach (var spriteLayer in sprite.AllLayers)
2020-06-16 16:00:19 +02:00
{
2022-02-09 15:11:06 +13:00
if (!spriteLayer.Visible || spriteLayer is not Layer layer)
continue;
// Check the layer's texture, if it has one
if (layer.Texture != null)
2020-06-16 16:00:19 +02:00
{
2022-02-09 15:11:06 +13:00
// Convert to image coordinates
var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * (1, -1) + layer.Texture.Size / 2f);
2022-02-09 15:11:06 +13:00
if (_clickMapManager.IsOccluding(layer.Texture, imagePos))
return true;
2020-06-16 16:00:19 +02:00
}
2022-02-09 15:11:06 +13:00
// Either we weren't clicking on the texture, or there wasn't one. In which case: check the RSI next
2022-12-19 06:41:04 +11:00
if (layer.ActualRsi is not { } rsi || !rsi.TryGetState(layer.State, out var rsiState))
2022-02-09 15:11:06 +13:00
continue;
2022-12-19 06:41:04 +11:00
var dir = Layer.GetDirection(rsiState.Directions, relativeRotation);
2022-02-09 15:11:06 +13:00
// convert to layer-local coordinates
layer.GetLayerDrawMatrix(dir, out var matrix);
var inverseMatrix = Matrix3.Invert(matrix);
var layerLocal = inverseMatrix.Transform(localPos);
2022-02-09 15:11:06 +13:00
// Convert to image coordinates
var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * (1, -1) + rsiState.Size / 2f);
2022-02-09 15:11:06 +13:00
// 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);;
2022-02-09 15:11:06 +13:00
dir = dir.OffsetRsiDir(layer.DirOffset);
if (_clickMapManager.IsOccluding(layer.ActualRsi!, layer.State, dir, layer.AnimationFrame, layerImagePos))
2022-02-09 15:11:06 +13:00
return true;
2020-06-16 16:00:19 +02:00
}
2022-02-09 15:11:06 +13:00
drawDepth = default;
renderOrder = default;
2022-12-19 06:41:04 +11:00
bottom = default;
2022-02-09 15:11:06 +13:00
return false;
}
public bool CheckDirBound(ISpriteComponent sprite, Angle relativeRotation, Vector2 localPos)
2022-02-09 15:11:06 +13:00
{
if (Bounds == null)
return false;
// These explicit bounds only work for either 1 or 4 directional sprites.
2022-02-09 15:11:06 +13:00
// This would be the orientation of a 4-directional sprite.
var direction = relativeRotation.GetCardinalDir();
2022-02-09 15:11:06 +13:00
var modLocalPos = sprite.NoRotation
? localPos
: direction.ToAngle().RotateVec(localPos);
2022-02-09 15:11:06 +13:00
// First, check the bounding box that is valid for all orientations
if (Bounds.All.Contains(modLocalPos))
2022-02-09 15:11:06 +13:00
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);
2020-06-16 16:00:19 +02:00
}
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
[DataDefinition]
public sealed class DirBoundData
2020-06-16 16:00:19 +02:00
{
[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;
2020-06-16 16:00:19 +02:00
}
}
}