Move selection hotkeys out of world interaction widget
- Split SelectionUtils for selecting actors in the world to a static class - Split selection hotkeys into their own logic classes
This commit is contained in:
committed by
Matthias Mailänder
parent
e9cc89a336
commit
a537346580
@@ -22,9 +22,6 @@ namespace OpenRA.Mods.Common.Widgets
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{
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public class WorldInteractionControllerWidget : Widget
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{
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public readonly HotkeyReference SelectAllKey = new HotkeyReference();
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public readonly HotkeyReference SelectSameTypeKey = new HotkeyReference();
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protected readonly World World;
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readonly WorldRenderer worldRenderer;
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readonly Color normalSelectionColor;
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@@ -72,12 +69,12 @@ namespace OpenRA.Mods.Common.Widgets
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Game.Renderer.RgbaColorRenderer.DrawRect(a, b, 1, color);
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// Render actors in the dragbox
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rollover = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, modifiers);
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rollover = SelectionUtils.SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, modifiers);
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}
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else
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{
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// Render actors under the mouse pointer
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rollover = SelectActorsInBoxWithDeadzone(World, mousePos, mousePos, modifiers);
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rollover = SelectionUtils.SelectActorsInBoxWithDeadzone(World, mousePos, mousePos, modifiers);
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}
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worldRenderer.World.Selection.SetRollover(rollover);
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@@ -127,11 +124,7 @@ namespace OpenRA.Mods.Common.Widgets
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var unit = World.ScreenMap.ActorsAtMouse(mousePos)
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.WithHighestSelectionPriority(mousePos, mi.Modifiers);
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// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
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var viewer = World.RenderPlayer ?? World.LocalPlayer;
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var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
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var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
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var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
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var eligiblePlayers = SelectionUtils.GetPlayersToIncludeInSelection(World);
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if (unit != null && eligiblePlayers.Contains(unit.Owner))
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{
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@@ -139,7 +132,7 @@ namespace OpenRA.Mods.Common.Widgets
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if (s != null)
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{
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// Select actors on the screen that have the same selection class as the actor under the mouse cursor
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var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, eligiblePlayers);
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var newSelection = SelectionUtils.SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, eligiblePlayers);
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World.Selection.Combine(World, newSelection, true, false);
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}
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@@ -158,7 +151,7 @@ namespace OpenRA.Mods.Common.Widgets
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*/
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if (isDragging && (uog.ClearSelectionOnLeftClick || IsValidDragbox))
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{
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var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
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var newSelection = SelectionUtils.SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
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World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
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}
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}
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@@ -233,128 +226,5 @@ namespace OpenRA.Mods.Common.Widgets
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return World.OrderGenerator.GetCursor(World, cell, worldPixel, mi);
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});
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}
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public override bool HandleKeyPress(KeyInput e)
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{
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if (e.Event == KeyInputEvent.Down)
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{
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// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
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var viewer = World.RenderPlayer ?? World.LocalPlayer;
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var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
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var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
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var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
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if (SelectAllKey.IsActivatedBy(e) && !World.IsGameOver)
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{
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// Select actors on the screen which belong to the current player(s)
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var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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// Check if selecting actors on the screen has selected new units
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if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
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TextNotificationsManager.AddFeedbackLine("Selected across screen.");
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else
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{
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// Select actors in the world that have highest selection priority
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ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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TextNotificationsManager.AddFeedbackLine("Selected across map.");
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}
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null);
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}
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else if (SelectSameTypeKey.IsActivatedBy(e) && !World.IsGameOver)
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{
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if (!World.Selection.Actors.Any())
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{
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TextNotificationsManager.AddFeedbackLine("Nothing selected.");
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickDisabledSound, null);
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return false;
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}
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var ownedActors = World.Selection.Actors
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.Where(x => !x.IsDead && eligiblePlayers.Contains(x.Owner))
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.ToList();
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if (!ownedActors.Any())
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return false;
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// Get all the selected actors' selection classes
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var selectedClasses = ownedActors
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.Select(a => a.Trait<ISelectable>().Class)
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.ToHashSet();
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// Select actors on the screen that have the same selection class as one of the already selected actors
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var newSelection = SelectActorsOnScreen(World, worldRenderer, selectedClasses, eligiblePlayers).ToList();
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// Check if selecting actors on the screen has selected new units
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if (newSelection.Count > World.Selection.Actors.Count())
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TextNotificationsManager.AddFeedbackLine("Selected across screen.");
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else
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{
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// Select actors in the world that have the same selection class as one of the already selected actors
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newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList();
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TextNotificationsManager.AddFeedbackLine("Selected across map.");
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}
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World.Selection.Combine(World, newSelection, true, false);
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Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null);
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}
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}
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return false;
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}
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static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, IEnumerable<Player> players)
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{
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var actors = world.ScreenMap.ActorsInMouseBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight).Select(a => a.Actor);
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return SelectActorsByOwnerAndSelectionClass(actors, players, selectionClasses);
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}
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static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, IEnumerable<Player> players)
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{
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return SelectActorsByOwnerAndSelectionClass(world.Actors.Where(a => a.IsInWorld), players, selectionClasses);
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}
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static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, IEnumerable<Player> owners, IEnumerable<string> selectionClasses)
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{
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return actors.Where(a =>
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{
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if (!owners.Contains(a.Owner))
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return false;
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var s = a.TraitOrDefault<ISelectable>();
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// selectionClasses == null means that units, that meet all other criteria, get selected
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return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class));
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});
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}
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static IEnumerable<Actor> SelectHighestPriorityActorAtPoint(World world, int2 a, Modifiers modifiers)
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{
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var selected = world.ScreenMap.ActorsAtMouse(a)
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.Where(x => x.Actor.Info.HasTraitInfo<ISelectableInfo>() && (x.Actor.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x.Actor)))
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.WithHighestSelectionPriority(a, modifiers);
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if (selected != null)
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yield return selected;
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}
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static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b, Modifiers modifiers)
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{
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// For dragboxes that are too small, shrink the dragbox to a single point (point b)
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if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone)
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a = b;
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if (a == b)
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return SelectHighestPriorityActorAtPoint(world, a, modifiers);
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return world.ScreenMap.ActorsInMouseBox(a, b)
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.Select(x => x.Actor)
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.Where(x => x.Info.HasTraitInfo<ISelectableInfo>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
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.SubsetWithHighestSelectionPriority(modifiers);
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}
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}
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}
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