]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Improve sprite fading behaviour (#35863)
authorpathetic meowmeow <uhhadd@gmail.com>
Thu, 3 Apr 2025 06:58:05 +0000 (02:58 -0400)
committerGitHub <noreply@github.com>
Thu, 3 Apr 2025 06:58:05 +0000 (09:58 +0300)
* Click through faded sprites

* Count the mouse position for which sprites to fade

Content.Client/Clickable/ClickableSystem.cs
Content.Client/Gameplay/GameplayStateBase.cs
Content.Client/Sprite/SpriteFadeSystem.cs
Content.IntegrationTests/Tests/ClickableTest.cs

index 15d13df625c3bf26dc8598d0d42618ea25bd9fa6..454bff4349269f3df7224e37259e4f8b18754b7b 100644 (file)
@@ -1,4 +1,5 @@
 using System.Numerics;
+using Content.Client.Sprite;
 using Robust.Client.GameObjects;
 using Robust.Client.Graphics;
 using Robust.Client.Utility;
@@ -17,12 +18,14 @@ public sealed class ClickableSystem : EntitySystem
 
     private EntityQuery<ClickableComponent> _clickableQuery;
     private EntityQuery<TransformComponent> _xformQuery;
+    private EntityQuery<FadingSpriteComponent> _fadingSpriteQuery;
 
     public override void Initialize()
     {
         base.Initialize();
         _clickableQuery = GetEntityQuery<ClickableComponent>();
         _xformQuery = GetEntityQuery<TransformComponent>();
+        _fadingSpriteQuery = GetEntityQuery<FadingSpriteComponent>();
     }
 
     /// <summary>
@@ -34,7 +37,7 @@ public sealed class ClickableSystem : EntitySystem
     /// The draw depth for the sprite that captured the click.
     /// </param>
     /// <returns>True if the click worked, false otherwise.</returns>
-    public bool CheckClick(Entity<ClickableComponent?, SpriteComponent, TransformComponent?> entity, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
+    public bool CheckClick(Entity<ClickableComponent?, SpriteComponent, TransformComponent?, FadingSpriteComponent?> entity, Vector2 worldPos, IEye eye, bool excludeFaded, out int drawDepth, out uint renderOrder, out float bottom)
     {
         if (!_clickableQuery.Resolve(entity.Owner, ref entity.Comp1, false))
         {
@@ -52,6 +55,14 @@ public sealed class ClickableSystem : EntitySystem
             return false;
         }
 
+        if (excludeFaded && _fadingSpriteQuery.Resolve(entity.Owner, ref entity.Comp4, false))
+        {
+            drawDepth = default;
+            renderOrder = default;
+            bottom = default;
+            return false;
+        }
+
         var sprite = entity.Comp2;
         var transform = entity.Comp3;
 
index 162c45d4125c8a90bb0273964bf7c5f2a96253c7..69e6e0b58be531ab743ae00744f497be7a324c3c 100644 (file)
@@ -113,18 +113,18 @@ namespace Content.Client.Gameplay
             return first.IsValid() ? first : null;
         }
 
-        public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates)
+        public IEnumerable<EntityUid> GetClickableEntities(EntityCoordinates coordinates, bool excludeFaded = true)
         {
             var transformSystem = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
-            return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates));
+            return GetClickableEntities(transformSystem.ToMapCoordinates(coordinates), excludeFaded);
         }
 
-        public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
+        public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, bool excludeFaded = true)
         {
-            return GetClickableEntities(coordinates, _eyeManager.CurrentEye);
+            return GetClickableEntities(coordinates, _eyeManager.CurrentEye, excludeFaded);
         }
 
-        public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye)
+        public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye, bool excludeFaded = true)
         {
             /*
              * TODO:
@@ -147,7 +147,7 @@ namespace Content.Client.Gameplay
             foreach (var entity in entities)
             {
                 if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
-                    clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye,  out var drawDepthClicked, out var renderOrder, out var bottom))
+                    clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, excludeFaded, out var drawDepthClicked, out var renderOrder, out var bottom))
                 {
                     foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
                 }
index 3323dd660f19c70138dcef69ea49f53608a1a769..949012d04ac9de4982b5853a679bc250173ef902 100644 (file)
@@ -1,8 +1,14 @@
+using System.Numerics;
 using Content.Client.Gameplay;
 using Content.Shared.Sprite;
 using Robust.Client.GameObjects;
+using Robust.Client.Input;
 using Robust.Client.Player;
 using Robust.Client.State;
+using Robust.Client.UserInterface.CustomControls;
+using Robust.Client.UserInterface;
+using Robust.Shared.Map;
+using Robust.Shared.Physics.Systems;
 using Robust.Shared.Physics;
 
 namespace Content.Client.Sprite;
@@ -17,6 +23,9 @@ public sealed class SpriteFadeSystem : EntitySystem
     [Dependency] private readonly IPlayerManager _playerManager = default!;
     [Dependency] private readonly IStateManager _stateManager = default!;
     [Dependency] private readonly SharedTransformSystem _transform = default!;
+    [Dependency] private readonly IUserInterfaceManager _uiManager = default!;
+    [Dependency] private readonly IInputManager _inputManager = default!;
+    [Dependency] private readonly SharedPhysicsSystem _physics = default!;
 
     private readonly HashSet<FadingSpriteComponent> _comps = new();
 
@@ -24,6 +33,11 @@ public sealed class SpriteFadeSystem : EntitySystem
     private EntityQuery<SpriteFadeComponent> _fadeQuery;
     private EntityQuery<FadingSpriteComponent> _fadingQuery;
 
+    /// <summary>
+    ///     Radius of the mouse point for the intersection test
+    /// </summary>
+    private static Vector2 MouseRadius = new Vector2(10f * float.Epsilon, 10f * float.Epsilon);
+
     private const float TargetAlpha = 0.4f;
     private const float ChangeRate = 1f;
 
@@ -46,46 +60,82 @@ public sealed class SpriteFadeSystem : EntitySystem
         sprite.Color = sprite.Color.WithAlpha(component.OriginalAlpha);
     }
 
-    public override void FrameUpdate(float frameTime)
+    /// <summary>
+    ///     Adds sprites to the fade set, and brings their alpha downwards
+    /// </summary>
+    private void FadeIn(float change)
     {
-        base.FrameUpdate(frameTime);
-
         var player = _playerManager.LocalEntity;
-        var change = ChangeRate * frameTime;
+        // ExcludeBoundingBox is set if we don't want to fade this sprite within the collision bounding boxes for the given POI
+        var pointsOfInterest = new List<(MapCoordinates Point, bool ExcludeBoundingBox)>();
 
-        if (TryComp(player, out TransformComponent? playerXform) &&
-            _stateManager.CurrentState is GameplayState state &&
-            _spriteQuery.TryGetComponent(player, out var playerSprite))
+        if (_uiManager.CurrentlyHovered is IViewportControl vp
+            && _inputManager.MouseScreenPosition.IsValid)
         {
-            var mapPos = _transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform);
-
-            // Also want to handle large entities even if they may not be clickable.
-            foreach (var ent in state.GetClickableEntities(mapPos))
-            {
-                if (ent == player ||
-                    !_fadeQuery.HasComponent(ent) ||
-                    !_spriteQuery.TryGetComponent(ent, out var sprite) ||
-                    sprite.DrawDepth < playerSprite.DrawDepth)
-                {
-                    continue;
-                }
-
-                if (!_fadingQuery.TryComp(ent, out var fading))
-                {
-                    fading = AddComp<FadingSpriteComponent>(ent);
-                    fading.OriginalAlpha = sprite.Color.A;
-                }
+            pointsOfInterest.Add((vp.PixelToMap(_inputManager.MouseScreenPosition.Position), true));
+        }
 
-                _comps.Add(fading);
-                var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
+        if (TryComp(player, out TransformComponent? playerXform))
+        {
+            pointsOfInterest.Add((_transform.GetMapCoordinates(_playerManager.LocalEntity!.Value, xform: playerXform), false));
+        }
 
-                if (!sprite.Color.A.Equals(newColor))
+        if (_stateManager.CurrentState is GameplayState state && _spriteQuery.TryGetComponent(player, out var playerSprite))
+        {
+            foreach (var (mapPos, excludeBB) in pointsOfInterest)
+            {
+                // Also want to handle large entities even if they may not be clickable.
+                foreach (var ent in state.GetClickableEntities(mapPos, excludeFaded: false))
                 {
-                    sprite.Color = sprite.Color.WithAlpha(newColor);
+                    if (ent == player ||
+                        !_fadeQuery.HasComponent(ent) ||
+                        !_spriteQuery.TryGetComponent(ent, out var sprite) ||
+                        sprite.DrawDepth < playerSprite.DrawDepth)
+                    {
+                        continue;
+                    }
+
+                    if (excludeBB)
+                    {
+                        var test = new Box2Rotated(mapPos.Position - MouseRadius, mapPos.Position + MouseRadius);
+                        var collided = false;
+                        foreach (var fixture in _physics.GetCollidingEntities(mapPos.MapId, test))
+                        {
+                            if (fixture.Owner == ent)
+                            {
+                                collided = true;
+                                break;
+                            }
+                        }
+                        if (collided)
+                        {
+                            break;
+                        }
+                    }
+
+                    if (!_fadingQuery.TryComp(ent, out var fading))
+                    {
+                        fading = AddComp<FadingSpriteComponent>(ent);
+                        fading.OriginalAlpha = sprite.Color.A;
+                    }
+
+                    _comps.Add(fading);
+                    var newColor = Math.Max(sprite.Color.A - change, TargetAlpha);
+
+                    if (!sprite.Color.A.Equals(newColor))
+                    {
+                        sprite.Color = sprite.Color.WithAlpha(newColor);
+                    }
                 }
             }
         }
+    }
 
+    /// <summary>
+    ///     Bring sprites back up to their original alpha if they aren't in the fade set, and removes their fade component when done
+    /// </summary>
+    private void FadeOut(float change)
+    {
         var query = AllEntityQuery<FadingSpriteComponent>();
         while (query.MoveNext(out var uid, out var comp))
         {
@@ -106,6 +156,16 @@ public sealed class SpriteFadeSystem : EntitySystem
                 RemCompDeferred<FadingSpriteComponent>(uid);
             }
         }
+    }
+
+    public override void FrameUpdate(float frameTime)
+    {
+        base.FrameUpdate(frameTime);
+
+        var change = ChangeRate * frameTime;
+
+        FadeIn(change);
+        FadeOut(change);
 
         _comps.Clear();
     }
index 5983650908100ca615add5ef7578e744c5e94f94..e6d94a43f9a567481fceca698556ab592cfdf2e6 100644 (file)
@@ -80,7 +80,7 @@ namespace Content.IntegrationTests.Tests
 
                 var pos = clientEntManager.System<SharedTransformSystem>().GetWorldPosition(clientEnt);
 
-                hit = clientEntManager.System<ClickableSystem>().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _);
+                hit = clientEntManager.System<ClickableSystem>().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, false, out _, out _, out _);
             });
 
             await server.WaitPost(() =>