pushed bibs down into the smudge layer; made Game static
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@@ -10,19 +10,12 @@ namespace OpenRa.Game
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{
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class Controller
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{
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Game game;
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public IOrderGenerator orderGenerator;
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public Controller(Game game)
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{
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this.game = game;
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}
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float2 dragStart, dragEnd;
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public void HandleMouseInput(MouseInput mi)
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{
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var xy = game.viewport.ViewToWorld(mi);
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var xy = Game.viewport.ViewToWorld(mi);
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
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{
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@@ -30,8 +23,8 @@ namespace OpenRa.Game
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dragStart = dragEnd = xy;
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if (orderGenerator != null)
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foreach (var order in orderGenerator.Order(game, xy.ToInt2()))
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order.Apply(game, true);
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foreach (var order in orderGenerator.Order(xy.ToInt2()))
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order.Apply(true);
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}
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
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@@ -43,10 +36,10 @@ namespace OpenRa.Game
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{
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if (dragStart != xy)
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orderGenerator = new UnitOrderGenerator(
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game.SelectUnitsInBox( Game.CellSize * dragStart, Game.CellSize * xy ) );
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Game.SelectUnitsInBox( Game.CellSize * dragStart, Game.CellSize * xy ) );
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else
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orderGenerator = new UnitOrderGenerator(
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game.SelectUnitOrBuilding( Game.CellSize * xy ) );
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Game.SelectUnitOrBuilding( Game.CellSize * xy ) );
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}
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dragStart = dragEnd = xy;
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@@ -61,8 +54,8 @@ namespace OpenRa.Game
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if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
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if( orderGenerator != null )
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foreach( var order in orderGenerator.Order( game, xy.ToInt2() ) )
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order.Apply( game, false );
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foreach( var order in orderGenerator.Order( xy.ToInt2() ) )
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order.Apply( false );
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}
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public Pair<float2, float2>? SelectionBox
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@@ -81,7 +74,7 @@ namespace OpenRa.Game
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if (uog != null && uog.selection.Count > 0 && uog.selection.Any(a => a.traits.Contains<Traits.Mobile>()))
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return Cursor.Move;
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if (game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
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if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
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return Cursor.Select;
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return Cursor.Default;
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