git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1339 993157c7-ee19-0410-b2c4-bb4e9862e678
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@@ -14,24 +14,20 @@ namespace OpenRa.Game
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{
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TechTree.TechTree techTree;
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SpriteRenderer spriteRenderer;
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SpriteRenderer spriteRenderer, clockRenderer;
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Sprite blank;
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Game game;
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readonly Region region;
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public Region Region
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{
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get { return region; }
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}
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Animation clockAnimation = new Animation("clock");
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public Region Region { get { return region; } }
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public float Width { get { return spriteWidth * 2; } }
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Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
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const float spriteWidth = 64, spriteHeight = 48;
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public float Width
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{
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get { return spriteWidth * 2; }
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}
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const int spriteWidth = 64, spriteHeight = 48;
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List<SidebarItem> items = new List<SidebarItem>();
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public Sidebar( Race race, Renderer renderer, Game game )
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{
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@@ -42,17 +38,20 @@ namespace OpenRa.Game
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techTree.CurrentRace = race;
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techTree.Build("FACT", true);
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spriteRenderer = new SpriteRenderer(renderer, false);
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clockRenderer = new SpriteRenderer(renderer, true);
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LoadSprites("buildings.txt");
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LoadSprites("units.txt");
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blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
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clockAnimation.PlayRepeating("idle");
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}
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public void Build(string key)
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public void Build(SidebarItem item)
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{
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if (string.IsNullOrEmpty(key)) return;
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game.world.orderGenerator = new PlaceBuilding( 1, key.ToLowerInvariant() );
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if (item != null)
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game.world.orderGenerator = new PlaceBuilding( 1, item.techTreeItem.tag.ToLowerInvariant() );
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}
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void LoadSprites(string filename)
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@@ -76,53 +75,54 @@ namespace OpenRa.Game
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DrawSprite(blank, ref p);
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}
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void Paint()
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void PopulateItemList()
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{
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float2 buildPos = region.Location + new float2(region.Size.X - spriteWidth * 2, 0);
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float2 unitPos = region.Location + new float2(region.Size.X - spriteWidth, 0);
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int buildPos = 0, unitPos = 0;
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items.Clear();
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foreach (Item i in 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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items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos));
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if (i.IsStructure)
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DrawSprite( sprite, ref buildPos );
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buildPos += spriteHeight;
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else
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DrawSprite( sprite, ref unitPos );
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unitPos += spriteHeight;
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}
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Fill( region.Location.Y + region.Size.Y, buildPos );
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Fill( region.Location.Y + region.Size.Y, unitPos );
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spriteRenderer.Flush();
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}
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public string FindSpriteAtPoint(float2 point)
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void Paint()
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{
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float y1 = 0, y2 = 0;
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foreach (Item i in techTree.BuildableItems)
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{
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RectangleF rect;
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if (i.IsStructure)
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{
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rect = new RectangleF(region.Location.X, region.Location.Y + y1, spriteWidth, spriteHeight);
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y1 += 48;
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}
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else
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{
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rect = new RectangleF(region.Location.X + spriteWidth, region.Location.Y + y2, spriteWidth, spriteHeight);
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y2 += 48;
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}
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if (rect.Contains(point.ToPointF())) return i.tag;
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}
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PopulateItemList(); // todo: do this less often, just when things actually change!
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foreach (SidebarItem i in items)
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i.Paint(spriteRenderer, region.Location);
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spriteRenderer.Flush(); //todo: fix filling
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clockRenderer.DrawSprite( clockAnimation.Images[0], region.Location, 0 );
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clockAnimation.Tick(1);
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clockRenderer.Flush();
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}
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public SidebarItem GetItem(float2 point)
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{
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foreach (SidebarItem i in items)
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if (i.Clicked(point))
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return i;
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return null;
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}
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void MouseHandler(object sender, MouseEventArgs e)
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{
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float2 point = new float2(e.Location);
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Build(FindSpriteAtPoint(point));
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Build(GetItem(point));
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}
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}
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