Move Interactable and Selectable to Mods.Common.
This commit is contained in:
80
OpenRA.Mods.Common/Traits/Interactable.cs
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80
OpenRA.Mods.Common/Traits/Interactable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used to enable mouse interaction on actors that are not Selectable.")]
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public class InteractableInfo : ITraitInfo, IMouseBoundsInfo, IDecorationBoundsInfo
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{
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[Desc("Defines a custom rectangle for mouse interaction with the actor.",
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"If null, the engine will guess an appropriate size based on the With*Body trait.",
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"The first two numbers define the width and height of the rectangle.",
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"The (optional) second two numbers define an x and y offset from the actor center.")]
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public readonly int[] Bounds = null;
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[Desc("Defines a custom rectangle for Decorations (e.g. the selection box).",
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"If null, Bounds will be used instead")]
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public readonly int[] DecorationBounds = null;
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public virtual object Create(ActorInitializer init) { return new Interactable(this); }
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}
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public class Interactable : INotifyCreated, IMouseBounds, IDecorationBounds
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{
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readonly InteractableInfo info;
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IAutoMouseBounds[] autoBounds;
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public Interactable(InteractableInfo info)
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{
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this.info = info;
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}
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void INotifyCreated.Created(Actor self)
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{
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autoBounds = self.TraitsImplementing<IAutoMouseBounds>().ToArray();
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}
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Rectangle AutoBounds(Actor self, WorldRenderer wr)
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{
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return autoBounds.Select(s => s.AutoMouseoverBounds(self, wr)).FirstOrDefault(r => !r.IsEmpty);
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}
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Rectangle Bounds(Actor self, WorldRenderer wr, int[] bounds)
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{
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if (bounds == null)
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return AutoBounds(self, wr);
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var size = new int2(bounds[0], bounds[1]);
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var offset = -size / 2;
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if (bounds.Length > 2)
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offset += new int2(bounds[2], bounds[3]);
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var xy = wr.ScreenPxPosition(self.CenterPosition) + offset;
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return new Rectangle(xy.X, xy.Y, size.X, size.Y);
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}
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Rectangle IMouseBounds.MouseoverBounds(Actor self, WorldRenderer wr)
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{
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return Bounds(self, wr, info.Bounds);
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}
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Rectangle IDecorationBounds.DecorationBounds(Actor self, WorldRenderer wr)
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{
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return Bounds(self, wr, info.DecorationBounds ?? info.Bounds);
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}
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}
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}
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56
OpenRA.Mods.Common/Traits/Selectable.cs
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56
OpenRA.Mods.Common/Traits/Selectable.cs
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@@ -0,0 +1,56 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor is selectable. Defines bounds of selectable area, selection class, selection priority and selection priority modifiers.")]
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public class SelectableInfo : InteractableInfo, ISelectableInfo
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{
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public readonly int Priority = 10;
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[Desc("Allow selection priority to be modified using a hotkey.",
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"Valid values are None (priority is not affected by modifiers)",
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"Ctrl (priority is raised when Ctrl pressed) and",
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"Alt (priority is raised when Alt pressed).")]
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public readonly SelectionPriorityModifiers PriorityModifiers = SelectionPriorityModifiers.None;
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[Desc("All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). "
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+ "Defaults to the actor name when not defined or inherited.")]
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public readonly string Class = null;
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[VoiceReference]
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public readonly string Voice = "Select";
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public override object Create(ActorInitializer init) { return new Selectable(init.Self, this); }
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int ISelectableInfo.Priority { get { return Priority; } }
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SelectionPriorityModifiers ISelectableInfo.PriorityModifiers { get { return PriorityModifiers; } }
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string ISelectableInfo.Voice { get { return Voice; } }
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}
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public class Selectable : Interactable, ISelectable
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{
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readonly string selectionClass = null;
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public readonly SelectableInfo Info;
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public Selectable(Actor self, SelectableInfo info)
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: base(info)
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{
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selectionClass = string.IsNullOrEmpty(info.Class) ? self.Info.Name : info.Class;
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Info = info;
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}
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string ISelectable.Class { get { return selectionClass; } }
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}
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}
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@@ -123,13 +123,12 @@ namespace OpenRA.Mods.Common.Traits
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// Play the selection voice from one of the selected actors
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// TODO: This probably should only be considering the newly selected actors
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// TODO: Ship this into an INotifySelection trait to remove the engine dependency on Selectable
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foreach (var actor in actors)
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{
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if (actor.Owner != world.LocalPlayer || !actor.IsInWorld)
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continue;
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var selectable = actor.Info.TraitInfoOrDefault<SelectableInfo>();
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var selectable = actor.Info.TraitInfoOrDefault<ISelectableInfo>();
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if (selectable == null || !actor.HasVoice(selectable.Voice))
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continue;
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