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:
committed by
Chris Forbes
parent
d52394bb47
commit
b356cca528
@@ -57,45 +57,53 @@ namespace OpenRA.Widgets
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var HasBox = (SelectionBox != null) ? true : false;
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var HasBox = (SelectionBox != null) ? true : false;
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var MultiClick = (mi.MultiTapCount >= 2) ? true : false;
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var MultiClick = (mi.MultiTapCount >= 2) ? true : false;
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var NothingSelected = !world.Selection.Actors.Any();
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
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{
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{
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if (!TakeFocus(mi))
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if (!TakeFocus(mi))
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return false;
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return false;
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dragStart = dragEnd = xy;
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dragStart = dragEnd = xy;
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if (UseClassicMouseStyle)
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//place buildings
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ApplyOrders(world, xy, mi);
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if (!UseClassicMouseStyle || (UseClassicMouseStyle && !world.Selection.Actors.Any()) )
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ApplyOrders(world, xy, mi);
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}
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}
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move)
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move)
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dragEnd = xy;
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dragEnd = xy;
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
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{
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{
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if (UseClassicMouseStyle && Focused)
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{
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//order units around
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if (!HasBox && world.Selection.Actors.Any() && !MultiClick)
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{
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ApplyOrders(world, xy, mi);
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LoseFocus(mi);
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return true;
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}
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}
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if (world.OrderGenerator is UnitOrderGenerator)
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if (world.OrderGenerator is UnitOrderGenerator)
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{
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{
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if ((UseClassicMouseStyle && NothingSelected) || (!UseClassicMouseStyle))
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if (MultiClick)
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{
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{
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if (MultiClick)
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var unit = SelectActorsInBox(world, xy, xy, _ => true).FirstOrDefault();
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{
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var unit = SelectActorsInBox(world, xy, xy, _ => true).FirstOrDefault();
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var visibleWorld = Game.viewport.ViewBounds(world);
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var topLeft = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Left, visibleWorld.Top));
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var bottomRight = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Right, visibleWorld.Bottom));
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var newSelection2= SelectActorsInBox(world, topLeft, bottomRight,
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a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner);
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var visibleWorld = Game.viewport.ViewBounds(world);
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world.Selection.Combine(world, newSelection2, true, false);
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var topLeft = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Left, visibleWorld.Top));
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}
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var bottomRight = Game.viewport.ViewToWorldPx(new int2(visibleWorld.Right, visibleWorld.Bottom));
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else
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var newSelection2 = SelectActorsInBox(world, topLeft, bottomRight,
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{
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a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner);
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var newSelection = SelectActorsInBox(world, dragStart, xy, _ => true);
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world.Selection.Combine(world, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
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world.Selection.Combine(world, newSelection2, true, false);
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}
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else
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{
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var newSelection = SelectActorsInBox(world, dragStart, xy, _ => true);
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world.Selection.Combine(world, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
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}
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}
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}
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}
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}
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@@ -110,7 +118,8 @@ namespace OpenRA.Widgets
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{
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{
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if (UseClassicMouseStyle)
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if (UseClassicMouseStyle)
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world.Selection.Clear();
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world.Selection.Clear();
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else if (!HasBox) // don't issue orders while selecting
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if (!HasBox) // don't issue orders while selecting
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ApplyOrders(world, xy, mi);
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ApplyOrders(world, xy, mi);
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}
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}
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