-using System.Numerics;
-using Robust.Client.GameObjects;
-using Robust.Client.Graphics;
-using Robust.Client.Utility;
-using Robust.Shared.Graphics;
-using static Robust.Client.GameObjects.SpriteComponent;
-using Direction = Robust.Shared.Maths.Direction;
+namespace Content.Client.Clickable;
-namespace Content.Client.Clickable
+[RegisterComponent]
+public sealed partial class ClickableComponent : Component
{
- [RegisterComponent]
- public sealed partial 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, TransformComponent transform, EntityQuery<TransformComponent> xformQuery, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
- {
- if (!sprite.Visible)
- {
- 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 = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom;
-
- Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix);
-
- // 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 = Matrix3Helpers.CreateInverseTransform(spritePos, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping);
- var localPos = Vector2.Transform(Vector2.Transform(worldPos, entityXform), invSpriteMatrix);
-
- // 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)
- {
- // TODO: Move this to a system and also use SpriteSystem.IsVisible instead.
- if (!spriteLayer.Visible || spriteLayer is not Layer layer || layer.CopyToShaderParameters != null)
- {
- continue;
- }
-
- // Check the layer's texture, if it has one
- if (layer.Texture != null)
- {
- // Convert to image coordinates
- var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * new Vector2(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.RsiDirections, relativeRotation);
+ [DataField] public DirBoundData? Bounds;
- // convert to layer-local coordinates
- layer.GetLayerDrawMatrix(dir, out var matrix);
- Matrix3x2.Invert(matrix, out var inverseMatrix);
- var layerLocal = Vector2.Transform(localPos, inverseMatrix);
-
- // Convert to image coordinates
- var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * new Vector2(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.RsiDirections);
- 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(SpriteComponent 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 partial 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;
- }
+ [DataDefinition]
+ public sealed partial class DirBoundData
+ {
+ [DataField] public Box2 All;
+ [DataField] public Box2 North;
+ [DataField] public Box2 South;
+ [DataField] public Box2 East;
+ [DataField] public Box2 West;
}
}
--- /dev/null
+using System.Numerics;
+using Robust.Client.GameObjects;
+using Robust.Client.Graphics;
+using Robust.Client.Utility;
+using Robust.Shared.Graphics;
+
+namespace Content.Client.Clickable;
+
+/// <summary>
+/// Handles click detection for sprites.
+/// </summary>
+public sealed class ClickableSystem : EntitySystem
+{
+ [Dependency] private readonly IClickMapManager _clickMapManager = default!;
+ [Dependency] private readonly SharedTransformSystem _transforms = default!;
+ [Dependency] private readonly SpriteSystem _sprites = default!;
+
+ private EntityQuery<ClickableComponent> _clickableQuery;
+ private EntityQuery<TransformComponent> _xformQuery;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ _clickableQuery = GetEntityQuery<ClickableComponent>();
+ _xformQuery = GetEntityQuery<TransformComponent>();
+ }
+
+ /// <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(Entity<ClickableComponent?, SpriteComponent, TransformComponent?> entity, Vector2 worldPos, IEye eye, out int drawDepth, out uint renderOrder, out float bottom)
+ {
+ if (!_clickableQuery.Resolve(entity.Owner, ref entity.Comp1, false))
+ {
+ drawDepth = default;
+ renderOrder = default;
+ bottom = default;
+ return false;
+ }
+
+ if (!_xformQuery.Resolve(entity.Owner, ref entity.Comp3))
+ {
+ drawDepth = default;
+ renderOrder = default;
+ bottom = default;
+ return false;
+ }
+
+ var sprite = entity.Comp2;
+ var transform = entity.Comp3;
+
+ if (!sprite.Visible)
+ {
+ drawDepth = default;
+ renderOrder = default;
+ bottom = default;
+ return false;
+ }
+
+ drawDepth = sprite.DrawDepth;
+ renderOrder = sprite.RenderOrder;
+ var (spritePos, spriteRot) = _transforms.GetWorldPositionRotation(transform);
+ var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation);
+ bottom = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom;
+
+ Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix);
+
+ // 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();
+
+ var cardinalSnapping = sprite.SnapCardinals ? relativeRotation.GetCardinalDir().ToAngle() : Angle.Zero;
+
+ // First we get `localPos`, the clicked location in the sprite-coordinate frame.
+ var entityXform = Matrix3Helpers.CreateInverseTransform(spritePos, sprite.NoRotation ? -eye.Rotation : spriteRot - cardinalSnapping);
+ var localPos = Vector2.Transform(Vector2.Transform(worldPos, entityXform), invSpriteMatrix);
+
+ // Check explicitly defined click-able bounds
+ if (CheckDirBound((entity.Owner, entity.Comp1, entity.Comp2), relativeRotation, localPos))
+ return true;
+
+ // Next check each individual sprite layer using automatically computed click maps.
+ foreach (var spriteLayer in sprite.AllLayers)
+ {
+ if (spriteLayer is not SpriteComponent.Layer layer || !_sprites.IsVisible(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 * new Vector2(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 = SpriteComponent.Layer.GetDirection(rsiState.RsiDirections, relativeRotation);
+
+ // convert to layer-local coordinates
+ layer.GetLayerDrawMatrix(dir, out var matrix);
+ Matrix3x2.Invert(matrix, out var inverseMatrix);
+ var layerLocal = Vector2.Transform(localPos, inverseMatrix);
+
+ // Convert to image coordinates
+ var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * new Vector2(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.RsiDirections);
+ 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(Entity<ClickableComponent, SpriteComponent> entity, Angle relativeRotation, Vector2 localPos)
+ {
+ var clickable = entity.Comp1;
+ var sprite = entity.Comp2;
+
+ if (clickable.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 (clickable.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 => clickable.Bounds.East,
+ Direction.North => clickable.Bounds.North,
+ Direction.South => clickable.Bounds.South,
+ Direction.West => clickable.Bounds.West,
+ _ => throw new InvalidOperationException()
+ };
+
+ return boundsForDir.Contains(modLocalPos);
+ }
+}
using System.Numerics;
using Content.Client.Clickable;
using Content.Client.UserInterface;
+using Content.Client.Viewport;
using Content.Shared.Input;
using Robust.Client.ComponentTrees;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Console;
+using Robust.Shared.Graphics;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
+using YamlDotNet.Serialization.TypeInspectors;
namespace Content.Client.Gameplay
{
public EntityUid? GetClickedEntity(MapCoordinates coordinates)
{
- var first = GetClickableEntities(coordinates).FirstOrDefault();
+ return GetClickedEntity(coordinates, _eyeManager.CurrentEye);
+ }
+
+ public EntityUid? GetClickedEntity(MapCoordinates coordinates, IEye? eye)
+ {
+ if (eye == null)
+ return null;
+
+ var first = GetClickableEntities(coordinates, eye).FirstOrDefault();
return first.IsValid() ? first : null;
}
public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates)
{
+ return GetClickableEntities(coordinates, _eyeManager.CurrentEye);
+ }
+
+ public IEnumerable<EntityUid> GetClickableEntities(MapCoordinates coordinates, IEye? eye)
+ {
+ /*
+ * TODO:
+ * 1. Stuff like MeleeWeaponSystem need an easy way to hook into viewport specific entities / entities under mouse
+ * 2. Cleanup the mess around InteractionOutlineSystem + below the keybind click detection.
+ */
+
+ if (eye == null)
+ return Array.Empty<EntityUid>();
+
// Find all the entities intersecting our click
var spriteTree = _entityManager.EntitySysManager.GetEntitySystem<SpriteTreeSystem>();
var entities = spriteTree.QueryAabb(coordinates.MapId, Box2.CenteredAround(coordinates.Position, new Vector2(1, 1)));
// Check the entities against whether or not we can click them
var foundEntities = new List<(EntityUid, int, uint, float)>(entities.Count);
var clickQuery = _entityManager.GetEntityQuery<ClickableComponent>();
- var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
-
- // TODO: Smelly
- var eye = _eyeManager.CurrentEye;
+ var clickables = _entityManager.System<ClickableSystem>();
foreach (var entity in entities)
{
if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
- component.CheckClick(entity.Component, entity.Transform, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
+ clickables.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
{
foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
}
if (args.Viewport is IViewportControl vp && kArgs.PointerLocation.IsValid)
{
var mousePosWorld = vp.PixelToMap(kArgs.PointerLocation.Position);
- entityToClick = GetClickedEntity(mousePosWorld);
+
+ if (vp is ScalingViewport svp)
+ {
+ entityToClick = GetClickedEntity(mousePosWorld, svp.Eye);
+ }
+ else
+ {
+ entityToClick = GetClickedEntity(mousePosWorld);
+ }
coordinates = _mapManager.TryFindGridAt(mousePosWorld, out _, out var grid) ?
grid.MapToGrid(mousePosWorld) :
&& _inputManager.MouseScreenPosition.IsValid)
{
var mousePosWorld = vp.PixelToMap(_inputManager.MouseScreenPosition.Position);
- entityToClick = screen.GetClickedEntity(mousePosWorld);
if (vp is ScalingViewport svp)
{
renderScale = svp.CurrentRenderScale;
+ entityToClick = screen.GetClickedEntity(mousePosWorld, svp.Eye);
+ }
+ else
+ {
+ entityToClick = screen.GetClickedEntity(mousePosWorld);
}
}
else if (_uiManager.CurrentlyHovered is EntityMenuElement element)
var serverEntManager = server.ResolveDependency<IEntityManager>();
var eyeManager = client.ResolveDependency<IEyeManager>();
var spriteQuery = clientEntManager.GetEntityQuery<SpriteComponent>();
- var xformQuery = clientEntManager.GetEntityQuery<TransformComponent>();
var eye = client.ResolveDependency<IEyeManager>().CurrentEye;
var testMap = await pair.CreateTestMap();
eyeManager.CurrentEye.Rotation = 0;
var pos = clientEntManager.System<SharedTransformSystem>().GetWorldPosition(clientEnt);
- var clickable = clientEntManager.GetComponent<ClickableComponent>(clientEnt);
- hit = clickable.CheckClick(sprite, xformQuery.GetComponent(clientEnt), xformQuery, new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _);
+ hit = clientEntManager.System<ClickableSystem>().CheckClick((clientEnt, null, sprite, null), new Vector2(clickPosX, clickPosY) + pos, eye, out _, out _, out _);
});
await server.WaitPost(() =>