improve the classic mouse behaivor

- don't require to deselect units to change selection
- fix issue with broken building placement on right-click orders
- don't select enemy units when left-click attacking
- build palette won't interfere with unit orders anymore
This commit is contained in:
Matthias Mailänder
2013-01-16 19:09:03 +01:00
committed by Chris Forbes
parent d52394bb47
commit b356cca528

View File

@@ -57,45 +57,53 @@ namespace OpenRA.Widgets
var HasBox = (SelectionBox != null) ? true : false; var HasBox = (SelectionBox != null) ? true : false;
var MultiClick = (mi.MultiTapCount >= 2) ? true : false; var MultiClick = (mi.MultiTapCount >= 2) ? true : false;
var NothingSelected = !world.Selection.Actors.Any();
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down) if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
{ {
if (!TakeFocus(mi)) if (!TakeFocus(mi))
return false; return false;
dragStart = dragEnd = xy; dragStart = dragEnd = xy;
if (UseClassicMouseStyle) //place buildings
ApplyOrders(world, xy, mi); if (!UseClassicMouseStyle || (UseClassicMouseStyle && !world.Selection.Actors.Any()) )
ApplyOrders(world, xy, mi);
} }
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move) if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move)
dragEnd = xy; dragEnd = xy;
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up) if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{ {
if (UseClassicMouseStyle && Focused)
{
//order units around
if (!HasBox && world.Selection.Actors.Any() && !MultiClick)
{
ApplyOrders(world, xy, mi);
LoseFocus(mi);
return true;
}
}
if (world.OrderGenerator is UnitOrderGenerator) if (world.OrderGenerator is UnitOrderGenerator)
{ {
if ((UseClassicMouseStyle && NothingSelected) || (!UseClassicMouseStyle)) if (MultiClick)
{ {
if (MultiClick) var unit = SelectActorsInBox(world, xy, xy, _ => true).FirstOrDefault();
{
var unit = SelectActorsInBox(world, xy, xy, _ => true).FirstOrDefault(); var visibleWorld = Game.viewport.ViewBounds(world);
var topLeft = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Left, visibleWorld.Top));
var bottomRight = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Right, visibleWorld.Bottom));
var newSelection2= SelectActorsInBox(world, topLeft, bottomRight,
a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner);
var visibleWorld = Game.viewport.ViewBounds(world); world.Selection.Combine(world, newSelection2, true, false);
var topLeft = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Left, visibleWorld.Top)); }
var bottomRight = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Right, visibleWorld.Bottom)); else
var newSelection2 = SelectActorsInBox(world, topLeft, bottomRight, {
a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner); var newSelection = SelectActorsInBox(world, dragStart, xy, _ => true);
world.Selection.Combine(world, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
world.Selection.Combine(world, newSelection2, true, false);
}
else
{
var newSelection = SelectActorsInBox(world, dragStart, xy, _ => true);
world.Selection.Combine(world, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
}
} }
} }
@@ -110,7 +118,8 @@ namespace OpenRA.Widgets
{ {
if (UseClassicMouseStyle) if (UseClassicMouseStyle)
world.Selection.Clear(); world.Selection.Clear();
else if (!HasBox) // don't issue orders while selecting
if (!HasBox) // don't issue orders while selecting
ApplyOrders(world, xy, mi); ApplyOrders(world, xy, mi);
} }