using Robust.Client.State.States;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.Interfaces.GameObjects.Components
{
public interface IClientClickableComponent : IClickableComponent
{
///
/// Used to check whether a click worked.
///
/// The world position that was clicked.
///
/// The draw depth for the sprite that captured the click.
/// Used by to sort and pick the highest successful one when multiple overlapping entities passed.
///
/// True if the click worked, false otherwise.
bool CheckClick(Vector2 worldPos, out int drawdepth);
}
}