Introduce IMouseBounds and split/rework mouse rectangles.

The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
This commit is contained in:
Paul Chote
2017-12-07 23:15:07 +00:00
committed by reaperrr
parent 8fcc80b05a
commit 6f5d035e79
25 changed files with 349 additions and 117 deletions

View File

@@ -12,6 +12,7 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Orders
@@ -20,14 +21,14 @@ namespace OpenRA.Orders
{
static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !world.FogObscures(a))
var actor = world.ScreenMap.ActorsAtMouse(mi)
.Where(a => a.Actor.Info.HasTraitInfo<ITargetableInfo>() && !world.FogObscures(a.Actor))
.WithHighestSelectionPriority(worldPixel);
if (actor != null)
return Target.FromActor(actor);
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
var frozen = world.ScreenMap.FrozenActorsAtMouse(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority(worldPixel);
@@ -78,16 +79,18 @@ namespace OpenRA.Orders
}
// Used for classic mouse orders, determines whether or not action at xy is move or select
public virtual bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
public virtual bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority(xy);
var actor = world.ScreenMap.ActorsAtMouse(xy).WithHighestSelectionPriority(xy);
if (actor == null)
return true;
var target = Target.FromActor(actor);
var cell = world.Map.CellContaining(target.CenterPosition);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority(xy);
var underCursor = world.Selection.Actors
.Select(a => new ActorBoundsPair(a, a.MouseBounds(wr)))
.WithHighestSelectionPriority(xy);
var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
if (o != null)