Minor changes on Sidebar
This commit is contained in:
@@ -1,146 +1,146 @@
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using System.Drawing;
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using System.Windows.Forms;
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using OpenRa.FileFormats;
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using OpenRa.Game.Graphics;
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using OpenRa.TechTree;
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using System.Runtime.InteropServices;
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namespace OpenRa.Game
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{
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using GRegion = OpenRa.Game.Graphics.Region;
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class MainWindow : Form
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{
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readonly Renderer renderer;
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public readonly Sidebar sidebar;
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static Size GetResolution(Settings settings)
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{
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Size desktopResolution = Screen.PrimaryScreen.Bounds.Size;
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return new Size(settings.GetValue("width", desktopResolution.Width),
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settings.GetValue("height", desktopResolution.Height));
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}
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[DllImport("user32")]
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static extern int ShowCursor([MarshalAs(UnmanagedType.Bool)] bool visible);
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public MainWindow(Settings settings)
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{
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FileSystem.Mount(new Folder("../../../../"));
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FileSystem.Mount(new Package("redalert.mix"));
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FileSystem.Mount(new Package("conquer.mix"));
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FileSystem.Mount(new Package("hires.mix"));
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FileSystem.Mount(new Package("general.mix"));
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FileSystem.Mount(new Package("local.mix"));
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FileSystem.Mount(new Package("sounds.mix"));
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FileSystem.Mount(new Package("speech.mix"));
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FileSystem.Mount(new Package("allies.mix"));
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FileSystem.Mount(new Package("russian.mix"));
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FormBorderStyle = FormBorderStyle.None;
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BackColor = Color.Black;
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StartPosition = FormStartPosition.Manual;
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Location = Point.Empty;
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Visible = true;
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bool windowed = !settings.GetValue("fullscreen", false);
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renderer = new Renderer(this, GetResolution(settings), windowed);
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SheetBuilder.Initialize(renderer);
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UiOverlay.ShowUnitDebug = settings.GetValue("udebug", false);
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WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
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Game.Replay = settings.GetValue("replay", "");
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Game.Initialize(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize),
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settings.GetValue("player", 1));
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SequenceProvider.ForcePrecache();
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using System.Drawing;
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using System.Windows.Forms;
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using OpenRa.FileFormats;
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using OpenRa.Game.Graphics;
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using OpenRa.TechTree;
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using System.Runtime.InteropServices;
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namespace OpenRa.Game
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{
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using GRegion = OpenRa.Game.Graphics.Region;
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class MainWindow : Form
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{
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readonly Renderer renderer;
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public readonly Sidebar sidebar;
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static Size GetResolution(Settings settings)
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{
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Size desktopResolution = Screen.PrimaryScreen.Bounds.Size;
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return new Size(settings.GetValue("width", desktopResolution.Width),
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settings.GetValue("height", desktopResolution.Height));
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}
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[DllImport("user32")]
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static extern int ShowCursor([MarshalAs(UnmanagedType.Bool)] bool visible);
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public MainWindow(Settings settings)
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{
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FileSystem.Mount(new Folder("../../../../"));
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FileSystem.Mount(new Package("redalert.mix"));
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FileSystem.Mount(new Package("conquer.mix"));
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FileSystem.Mount(new Package("hires.mix"));
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FileSystem.Mount(new Package("general.mix"));
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FileSystem.Mount(new Package("local.mix"));
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FileSystem.Mount(new Package("sounds.mix"));
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FileSystem.Mount(new Package("speech.mix"));
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FileSystem.Mount(new Package("allies.mix"));
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FileSystem.Mount(new Package("russian.mix"));
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FormBorderStyle = FormBorderStyle.None;
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BackColor = Color.Black;
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StartPosition = FormStartPosition.Manual;
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Location = Point.Empty;
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Visible = true;
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bool windowed = !settings.GetValue("fullscreen", false);
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renderer = new Renderer(this, GetResolution(settings), windowed);
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SheetBuilder.Initialize(renderer);
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UiOverlay.ShowUnitDebug = settings.GetValue("udebug", false);
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WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
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Game.Replay = settings.GetValue("replay", "");
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Game.Initialize(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize),
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settings.GetValue("player", 1));
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SequenceProvider.ForcePrecache();
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 5, 5 ), Game.players[ 1 ]) );
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 7, 5 ), Game.players[ 2 ] ) );
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 9, 5 ), Game.players[ 0 ] ) );
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Game.world.Add( new Actor( "jeep", Game.map.Offset + new int2( 9, 15 ), Game.players[ 1 ] ) );
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Game.world.Add( new Actor( "3tnk", Game.map.Offset + new int2( 12, 7 ), Game.players[ 1 ] ) );
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sidebar = new Sidebar(renderer);
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renderer.BuildPalette(Game.map);
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ShowCursor(false);
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Game.world.ResetTimer();
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}
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internal void Run()
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{
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while (Created && Visible)
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{
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Game.Tick();
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Game.viewport.cursor = Game.controller.ChooseCursor();
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Application.DoEvents();
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}
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}
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int2 lastPos;
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protected override void OnMouseDown(MouseEventArgs e)
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{
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base.OnMouseDown(e);
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lastPos = new int2(e.Location);
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Down,
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Location = new int2(e.Location)
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});
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}
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protected override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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if (e.Button == MouseButtons.Middle)
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{
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int2 p = new int2(e.Location);
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Game.viewport.Scroll(lastPos - p);
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lastPos = p;
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}
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Move,
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Location = new int2(e.Location)
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});
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.PrepareOverlay(
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((1 / 24f) * (new float2(e.Location) + Game.viewport.Location)).ToInt2());
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}
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protected override void OnMouseUp(MouseEventArgs e)
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{
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base.OnMouseUp(e);
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Up,
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Location = new int2(e.Location)
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});
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}
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}
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struct MouseInput
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{
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public MouseInputEvent Event;
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public int2 Location;
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public MouseButtons Button;
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}
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enum MouseInputEvent { Down, Move, Up };
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}
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Game.world.Add( new Actor( "3tnk", Game.map.Offset + new int2( 12, 7 ), Game.players[ 1 ] ) );
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sidebar = new Sidebar(renderer, Game.LocalPlayer);
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renderer.BuildPalette(Game.map);
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ShowCursor(false);
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Game.world.ResetTimer();
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}
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internal void Run()
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{
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while (Created && Visible)
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{
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Game.Tick();
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Game.viewport.cursor = Game.controller.ChooseCursor();
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Application.DoEvents();
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}
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}
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int2 lastPos;
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protected override void OnMouseDown(MouseEventArgs e)
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{
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base.OnMouseDown(e);
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lastPos = new int2(e.Location);
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Down,
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Location = new int2(e.Location)
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});
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}
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protected override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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if (e.Button == MouseButtons.Middle)
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{
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int2 p = new int2(e.Location);
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Game.viewport.Scroll(lastPos - p);
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lastPos = p;
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}
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Move,
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Location = new int2(e.Location)
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});
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.PrepareOverlay(
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((1 / 24f) * (new float2(e.Location) + Game.viewport.Location)).ToInt2());
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}
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protected override void OnMouseUp(MouseEventArgs e)
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{
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base.OnMouseUp(e);
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Game.viewport.DispatchMouseInput(new MouseInput
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{
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Button = e.Button,
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Event = MouseInputEvent.Up,
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Location = new int2(e.Location)
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});
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}
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}
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struct MouseInput
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{
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public MouseInputEvent Event;
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public int2 Location;
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public MouseButtons Button;
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}
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enum MouseInputEvent { Down, Move, Up };
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}
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@@ -43,7 +43,7 @@ namespace OpenRa.Game
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}
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}
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// Key: Production category. Categories are: building, infantry, vehicle, boat, plane (and one per super, if they're done in here)
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// Key: Production category. Categories are: building, infantry, vehicle, ship, plane (and one per super, if they're done in here)
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readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
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public void ProductionInit( string category )
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@@ -13,7 +13,7 @@ namespace OpenRa.Game
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class Sidebar
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{
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TechTree.TechTree techTree;
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Player player;
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SpriteRenderer spriteRenderer, clockRenderer;
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Sprite blank;
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@@ -25,17 +25,17 @@ namespace OpenRa.Game
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Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
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const int spriteWidth = 64, spriteHeight = 48;
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static string[] groups = new string[] { "building", "vehicle", "boat", "infantry", "plane" };
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static string[] groups = new string[] { "building", "vehicle", "ship", "infantry", "plane" };
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Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
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Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
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List<SidebarItem> items = new List<SidebarItem>();
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public Sidebar( Renderer renderer )
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public Sidebar( Renderer renderer, Player player )
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{
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this.techTree = Game.LocalPlayer.TechTree;
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this.techTree.BuildableItemsChanged += PopulateItemList;
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this.player = player;
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this.player.TechTree.BuildableItemsChanged += PopulateItemList;
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region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
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Game.viewport.AddRegion( region );
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spriteRenderer = new SpriteRenderer(renderer, false);
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@@ -44,12 +44,12 @@ namespace OpenRa.Game
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LoadSprites( "BuildingTypes", "building" );
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LoadSprites( "VehicleTypes", "vehicle" );
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LoadSprites( "InfantryTypes", "infantry" );
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LoadSprites( "ShipTypes", "boat" );
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LoadSprites( "ShipTypes", "ship" );
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LoadSprites( "PlaneTypes", "plane" );
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foreach (string group in groups)
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{
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Game.LocalPlayer.ProductionInit( group );
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player.ProductionInit( group );
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clockAnimations.Add( group, new Animation( "clock" ) );
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clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) );
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}
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@@ -62,7 +62,7 @@ namespace OpenRa.Game
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{
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return () =>
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{
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var producing = Game.LocalPlayer.Producing( group );
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var producing = player.Producing( group );
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if( producing == null ) return 0;
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return ( producing.TotalTime - producing.RemainingTime ) * NumClockFrames / producing.TotalTime;
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};
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@@ -73,10 +73,10 @@ namespace OpenRa.Game
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if (item == null) return;
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if (item.techTreeItem.IsStructure)
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Game.controller.orderGenerator = new PlaceBuilding(Game.LocalPlayer,
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Game.controller.orderGenerator = new PlaceBuilding(player,
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item.techTreeItem.tag.ToLowerInvariant());
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else
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Game.controller.AddOrder(Order.BuildUnit(Game.LocalPlayer, item.techTreeItem.tag.ToLowerInvariant()));
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Game.controller.AddOrder(Order.BuildUnit(player, item.techTreeItem.tag.ToLowerInvariant()));
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}
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void LoadSprites( string category, string group )
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@@ -112,7 +112,7 @@ namespace OpenRa.Game
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items.Clear();
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foreach (Item i in techTree.BuildableItems)
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foreach (Item i in player.TechTree.BuildableItems)
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{
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Sprite sprite;
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if (!sprites.TryGetValue(i.tag, out sprite)) continue;
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@@ -125,7 +125,7 @@ namespace OpenRa.Game
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unitPos += spriteHeight;
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}
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foreach( string g in groups ) Game.LocalPlayer.CancelProduction( g );
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foreach( string g in groups ) player.CancelProduction( g );
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}
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void Paint()
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@@ -133,7 +133,7 @@ namespace OpenRa.Game
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foreach( SidebarItem i in items )
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{
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var group = itemGroups[ i.techTreeItem.tag ];
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var producing = Game.LocalPlayer.Producing( group );
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var producing = player.Producing( group );
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if( producing != null && producing.Item == i.techTreeItem.tag )
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{
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clockAnimations[ group ].Tick();
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@@ -167,9 +167,9 @@ namespace OpenRa.Game
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if (item != null)
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{
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string group = itemGroups[item.techTreeItem.tag];
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if (Game.LocalPlayer.Producing(group) == null)
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if (player.Producing(group) == null)
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{
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Game.LocalPlayer.BeginProduction( group, new ProductionItem( item.techTreeItem.tag, 25, 0 ) );
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player.BeginProduction( group, new ProductionItem( item.techTreeItem.tag, 25, 0 ) );
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Build(item);
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}
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}
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@@ -181,7 +181,7 @@ namespace OpenRa.Game
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if( item != null )
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{
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string group = itemGroups[ item.techTreeItem.tag ];
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Game.LocalPlayer.CancelProduction( group );
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player.CancelProduction( group );
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}
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}
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}
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRa.FileFormats;
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using OpenRa.Game.GameRules;
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using IjwFramework.Types;
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namespace OpenRa.TechTree
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{
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@@ -33,7 +34,7 @@ namespace OpenRa.TechTree
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Race race = Race.None;
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foreach (string s in owners)
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race |= (Race)Enum.Parse(typeof(Race), s, true);
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race |= Enum<Race>.Parse(s);
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return race;
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}
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@@ -1,77 +1,77 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Text.RegularExpressions;
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using OpenRa.FileFormats;
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using System.Linq;
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using OpenRa.Game;
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namespace OpenRa.TechTree
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{
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public class TechTree
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{
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Dictionary<string, Item> objects = new Dictionary<string, Item>();
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public ICollection<string> built = new List<string>();
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Race currentRace = Race.None;
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public Race CurrentRace
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{
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get { return currentRace; }
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set
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{
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currentRace = value;
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CheckAll();
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}
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}
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public TechTree()
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{
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LoadRules();
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CheckAll();
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}
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void LoadRules()
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{
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var allBuildings = Rules.AllRules.GetSection( "BuildingTypes" ).Select( x => x.Key.ToLowerInvariant() ).ToList();
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foreach( var unit in Rules.UnitInfo )
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objects.Add( unit.Key, new Item( unit.Key, unit.Value, allBuildings.Contains( unit.Key ) ) );
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}
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public bool Build(string key, bool force)
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{
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if( string.IsNullOrEmpty( key ) ) return false;
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key = key.ToLowerInvariant();
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Item b = objects[ key ];
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if (!force && !b.CanBuild) return false;
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built.Add(key);
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CheckAll();
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return true;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Text.RegularExpressions;
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using OpenRa.FileFormats;
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using System.Linq;
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using OpenRa.Game;
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namespace OpenRa.TechTree
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{
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public class TechTree
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{
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Dictionary<string, Item> objects = new Dictionary<string, Item>();
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public ICollection<string> built = new List<string>();
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Race currentRace = Race.None;
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public Race CurrentRace
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{
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get { return currentRace; }
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set
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||||
{
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currentRace = value;
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CheckAll();
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}
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}
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|
||||
public bool Build(string key) { return Build(key, false); }
|
||||
|
||||
public bool Unbuild(string key)
|
||||
{
|
||||
key = key.ToLowerInvariant();
|
||||
Item b = objects[key];
|
||||
if (!built.Contains(key)) return false;
|
||||
built.Remove(key);
|
||||
CheckAll();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CheckAll()
|
||||
{
|
||||
foreach (Item unit in objects.Values)
|
||||
unit.CheckPrerequisites(built, currentRace);
|
||||
|
||||
BuildableItemsChanged();
|
||||
public TechTree()
|
||||
{
|
||||
LoadRules();
|
||||
CheckAll();
|
||||
}
|
||||
|
||||
public IEnumerable<Item> BuildableItems { get { return objects.Values.Where(b => b.CanBuild); } }
|
||||
public event Action BuildableItemsChanged = () => { };
|
||||
}
|
||||
}
|
||||
void LoadRules()
|
||||
{
|
||||
var allBuildings = Rules.AllRules.GetSection( "BuildingTypes" ).Select( x => x.Key.ToLowerInvariant() ).ToList();
|
||||
|
||||
foreach( var unit in Rules.UnitInfo )
|
||||
objects.Add( unit.Key, new Item( unit.Key, unit.Value, allBuildings.Contains( unit.Key ) ) );
|
||||
}
|
||||
|
||||
public bool Build(string key, bool force)
|
||||
{
|
||||
if( string.IsNullOrEmpty( key ) ) return false;
|
||||
key = key.ToLowerInvariant();
|
||||
Item b = objects[ key ];
|
||||
if (!force && !b.CanBuild) return false;
|
||||
built.Add(key);
|
||||
CheckAll();
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Build(string key) { return Build(key, false); }
|
||||
|
||||
public bool Unbuild(string key)
|
||||
{
|
||||
key = key.ToLowerInvariant();
|
||||
Item b = objects[key];
|
||||
if (!built.Contains(key)) return false;
|
||||
built.Remove(key);
|
||||
CheckAll();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CheckAll()
|
||||
{
|
||||
foreach (Item unit in objects.Values)
|
||||
unit.CheckPrerequisites(built, currentRace);
|
||||
|
||||
BuildableItemsChanged();
|
||||
}
|
||||
|
||||
public IEnumerable<Item> BuildableItems { get { return objects.Values.Where(b => b.CanBuild); } }
|
||||
public event Action BuildableItemsChanged = () => { };
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user