Files
RobustToolbox/Robust.Client/Interfaces/GameObjects/Components/IClientClickableComponent.cs
T
SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00

42 lines
1.6 KiB
C#

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;
namespace Robust.Client.Interfaces.GameObjects.Components
{
public interface IClientClickableComponent : IClickableComponent
{
/// <summary>
/// Used to check whether a click worked.
/// </summary>
/// <param name="worldPos">The world position that was clicked.</param>
/// <param name="drawdepth">
/// The draw depth for the sprite that captured the click.
/// Used by <see cref="GameScreen" /> to sort and pick the highest successful one when multiple overlapping entities passed.
/// </param>
/// <returns>True if the click worked, false otherwise.</returns>
bool CheckClick(GridCoordinates worldPos, out int drawdepth);
/// <summary>
/// Sends the click to the sister component on the server and things subscribed to
/// </summary>
/// <param name="userUID">The entity owned by the player that clicked.</param>
/// <param name="clickType">See <see cref="MouseClickType" />.</param>
void DispatchClick(IEntity user, ClickType clickType);
/// <summary>
/// Invoked whenever the mouse hovers over this entity.
/// </summary>
void OnMouseEnter();
/// <summary>
/// Invoked whenever the mouse stops hovering over this entity.
/// </summary>
void OnMouseLeave();
}
}