refactoring chrome buttons
This commit is contained in:
@@ -143,6 +143,8 @@ namespace OpenRa.Game
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DrawChat();
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}
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void AddButton(Rectangle r, Action<bool> b) { buttons.Add(Pair.New(r, b)); }
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void DrawBuildTabs(int paletteHeight)
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{
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const int tabWidth = 24;
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@@ -241,65 +243,32 @@ namespace OpenRa.Game
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buildPaletteRenderer.Flush();
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}
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void HandleButtons(string but)
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{
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if (but == "repair" && !(Game.controller.orderGenerator is RepairOrderGenerator))
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{
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Game.controller.orderGenerator = new RepairOrderGenerator();
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return;
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}
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else if (but == "sell" && !(Game.controller.orderGenerator is SellOrderGenerator))
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{
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Game.controller.orderGenerator = new SellOrderGenerator();
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return;
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}
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Game.controller.orderGenerator = new UnitOrderGenerator(new Actor[] { });
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}
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void DrawButtons()
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{
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// Repair
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Rectangle repairRect = new Rectangle(Game.viewport.Width - 100, 5,repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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var repairDrawPos = Game.viewport.Location + new float2(repairRect.Location);
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if (!Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>()))
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{
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// Player requires a conyard to repair
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repairButton.ReplaceAnim("disabled");
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// Cancel repair action. Should be handled elsewhere?
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if (Game.controller.orderGenerator is RepairOrderGenerator)
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{
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Game.controller.orderGenerator = new UnitOrderGenerator(new Actor[] { });
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}
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}
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var hasFact = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
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if (!hasFact)
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repairButton.ReplaceAnim("disabled");
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else
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{
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if (Game.controller.orderGenerator is RepairOrderGenerator)
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{
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repairButton.ReplaceAnim("pressed");
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}
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else
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{
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repairButton.ReplaceAnim("normal");
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}
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buttons.Add(Pair.New(repairRect,(Action<bool>)(isLmb => HandleButtons("repair"))));
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repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
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AddButton(repairRect, isLmb => Game.controller.ToggleInputMode<RepairOrderGenerator>());
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}
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buildPaletteRenderer.DrawSprite(repairButton.Image, repairDrawPos, PaletteType.Chrome);
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Rectangle sellRect = new Rectangle(Game.viewport.Width - 60, 5, sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
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Rectangle sellRect = new Rectangle(Game.viewport.Width - 60, 5,
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sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
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var sellDrawPos = Game.viewport.Location + new float2(sellRect.Location);
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if (Game.controller.orderGenerator is SellOrderGenerator)
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{
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sellButton.ReplaceAnim("pressed");
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}
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else
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{
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sellButton.ReplaceAnim("normal");
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}
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repairButton.ReplaceAnim(Game.controller.orderGenerator is SellOrderGenerator ? "pressed" : "normal");
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buttons.Add(Pair.New(sellRect, (Action<bool>)(isLmb => HandleButtons("sell"))));
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AddButton(sellRect, isLmb => Game.controller.ToggleInputMode<SellOrderGenerator>());
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buildPaletteRenderer.DrawSprite(sellButton.Image, sellDrawPos, PaletteType.Chrome);
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buildPaletteRenderer.Flush();
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}
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@@ -419,8 +388,7 @@ namespace OpenRa.Game
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var closureItem = item;
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buttons.Add(Pair.New(rect,
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(Action<bool>)(isLmb => HandleBuildPalette(closureItem, isLmb))));
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AddButton(rect, isLmb => HandleBuildPalette(closureItem, isLmb));
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if (++x == columns) { x = 0; y++; }
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}
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@@ -429,7 +397,7 @@ namespace OpenRa.Game
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var rect = new Rectangle(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
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var drawPos = Game.viewport.Location + new float2(rect.Location);
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buildPaletteRenderer.DrawSprite(blank, drawPos, PaletteType.Chrome);
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buttons.Add(Pair.New(rect, (Action<bool>)(_ => { })));
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AddButton(rect, _ => { });
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if (++x == columns) { x = 0; y++; }
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}
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@@ -27,6 +27,14 @@ namespace OpenRa.Game
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orderGenerator = new UnitOrderGenerator(new Actor[] { });
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}
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public void ToggleInputMode<T>() where T : IOrderGenerator, new()
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{
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if (orderGenerator is T)
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CancelInputMode();
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else
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orderGenerator = new T();
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}
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List<Order> recentOrders = new List<Order>();
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void ApplyOrders(float2 xy, MouseInput mi)
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@@ -34,7 +34,15 @@ namespace OpenRa.Game.Orders
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yield return new Order("Repair", underCursor, null, int2.Zero, null);
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}
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public void Tick() {}
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public void Tick()
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{
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var hasFact = Game.world.Actors
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.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
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if (!hasFact)
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Game.controller.CancelInputMode();
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}
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public void Render() {}
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}
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