Allow left click to cancel AttackMove without clearing selected units.

This commit is contained in:
Paul Chote
2019-08-10 10:32:41 +00:00
committed by abcdefg30
parent ad099b5c98
commit 292196e2d6
4 changed files with 62 additions and 59 deletions

View File

@@ -68,5 +68,7 @@ namespace OpenRA.Orders
// Custom order generators always override selection
return true;
}
public override bool ClearSelectionOnLeftClick { get { return false; } }
}
}

View File

@@ -204,5 +204,7 @@ namespace OpenRA.Orders
Target = target;
}
}
public virtual bool ClearSelectionOnLeftClick { get { return true; } }
}
}

View File

@@ -148,5 +148,7 @@ namespace OpenRA.Mods.Common.Traits
// Custom order generators always override selection
return true;
}
public override bool ClearSelectionOnLeftClick { get { return false; } }
}
}

View File

@@ -82,8 +82,9 @@ namespace OpenRA.Mods.Common.Widgets
var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
var multiClick = mi.MultiTapCount >= 2;
var uog = World.OrderGenerator as UnitOrderGenerator;
if (!(World.OrderGenerator is UnitOrderGenerator))
if (uog == null)
{
ApplyOrders(World, mi);
isDragging = false;
@@ -102,71 +103,67 @@ namespace OpenRA.Mods.Common.Widgets
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{
if (World.OrderGenerator is UnitOrderGenerator)
if (useClassicMouseStyle && HasMouseFocus)
{
if (useClassicMouseStyle && HasMouseFocus)
if (!IsValidDragbox && World.Selection.Actors.Any() && !multiClick)
{
if (!IsValidDragbox && World.Selection.Actors.Any() && !multiClick)
{
var selectableActor = World.ScreenMap.ActorsAtMouse(mousePos).Select(a => a.Actor).Any(x =>
x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x)));
var selectableActor = World.ScreenMap.ActorsAtMouse(mousePos).Select(a => a.Actor).Any(x =>
x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x)));
var uog = (UnitOrderGenerator)World.OrderGenerator;
if (!selectableActor || uog.InputOverridesSelection(worldRenderer, World, mousePos, mi))
{
// Order units instead of selecting
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
if (!selectableActor || uog.InputOverridesSelection(worldRenderer, World, mousePos, mi))
{
// Order units instead of selecting
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
}
if (multiClick)
{
var unit = World.ScreenMap.ActorsAtMouse(mousePos)
.WithHighestSelectionPriority(mousePos, mi.Modifiers);
// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
var viewer = World.RenderPlayer ?? World.LocalPlayer;
var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
if (unit != null && eligiblePlayers.Contains(unit.Owner))
{
var s = unit.TraitOrDefault<Selectable>();
if (s != null)
{
// Select actors on the screen that have the same selection class as the actor under the mouse cursor
var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, eligiblePlayers);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else
{
/* The block below does three things:
// 1. Allows actor selection using a selection box regardless of input mode.
// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
//
// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
// only by dragging an empty selection box.
*/
if (isDragging && (!(World.OrderGenerator is GenericSelectTarget) || IsValidDragbox))
{
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
}
}
World.CancelInputMode();
}
if (multiClick)
{
var unit = World.ScreenMap.ActorsAtMouse(mousePos)
.WithHighestSelectionPriority(mousePos, mi.Modifiers);
// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
var viewer = World.RenderPlayer ?? World.LocalPlayer;
var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
if (unit != null && eligiblePlayers.Contains(unit.Owner))
{
var s = unit.TraitOrDefault<Selectable>();
if (s != null)
{
// Select actors on the screen that have the same selection class as the actor under the mouse cursor
var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, eligiblePlayers);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else
{
/* The block below does three things:
// 1. Allows actor selection using a selection box regardless of input mode.
// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
//
// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
// only by dragging an empty selection box.
*/
if (isDragging && (uog.ClearSelectionOnLeftClick || IsValidDragbox))
{
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
}
}
World.CancelInputMode();
isDragging = false;
YieldMouseFocus(mi);
}