Move Interactable and Selectable to Mods.Common.
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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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