slowly teasing the view+controller out of the model classes.

actually doesn't work right now, but that will change.

git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@2050 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
chrisf
2008-07-25 07:27:47 +00:00
parent 4ea033f63d
commit b594f296c3
16 changed files with 400 additions and 115 deletions

View File

@@ -31,7 +31,7 @@ namespace OpenRa.Game
public Sidebar( Race race, Renderer renderer, Game game )
{
this.techTree = game.players[ game.localPlayerIndex ].TechTree;
this.techTree = game.LocalPlayer.TechTree;
this.game = game;
region = GRegion.Create(game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
game.viewport.AddRegion( region );
@@ -49,7 +49,7 @@ namespace OpenRa.Game
public void Build(SidebarItem item)
{
if (item != null)
game.world.orderGenerator = new PlaceBuilding(game.players[1], item.techTreeItem.tag.ToLowerInvariant());
game.controller.orderGenerator = new PlaceBuilding(game.players[1], item.techTreeItem.tag.ToLowerInvariant());
}
void LoadSprites(string filename)
@@ -132,16 +132,16 @@ namespace OpenRa.Game
class PlaceBuilding : IOrderGenerator
{
Player owner;
string buildingName;
public readonly Player Owner;
public readonly string Name;
public PlaceBuilding( Player owner, string buildingName )
public PlaceBuilding( Player owner, string name )
{
this.owner = owner;
this.buildingName = buildingName;
Owner = owner;
Name = name;
}
public IOrder Order( Game game, int2 xy )
public Order Order( Game game, int2 xy )
{
// todo: check that space is free
return new PlaceBuildingOrder( this, xy );
@@ -149,34 +149,34 @@ namespace OpenRa.Game
public void PrepareOverlay(Game game, int2 xy)
{
game.world.uiOverlay.SetCurrentOverlay(false, xy, 2, 3);
game.worldRenderer.uiOverlay.SetCurrentOverlay(false, xy, 2, 3);
}
}
class PlaceBuildingOrder : Order
{
PlaceBuilding building;
int2 xy;
public PlaceBuildingOrder(PlaceBuilding building, int2 xy)
{
this.building = building;
this.xy = xy;
}
class PlaceBuildingOrder : IOrder
public override void Apply(Game game)
{
PlaceBuilding building;
int2 xy;
public PlaceBuildingOrder( PlaceBuilding building, int2 xy )
game.world.AddFrameEndTask(_ =>
{
this.building = building;
this.xy = xy;
}
public void Apply( Game game )
{
game.world.AddFrameEndTask( _ =>
Func<int2, Player, Building> newBuilding;
if (game.buildingCreation.TryGetValue(building.Name, out newBuilding))
{
Func<int2, Player, Building> newBuilding;
if( game.buildingCreation.TryGetValue( building.buildingName, out newBuilding ) )
{
Log.Write( "Player \"{0}\" builds {1}", building.owner.PlayerName, building.buildingName );
game.world.Add( newBuilding( xy, building.owner ) );
}
game.world.orderGenerator = null;
game.world.uiOverlay.KillOverlay();
} );
}
Log.Write("Player \"{0}\" builds {1}", building.Owner.PlayerName, building.Name);
game.world.Add(newBuilding(xy, building.Owner));
}
game.controller.orderGenerator = null;
game.worldRenderer.uiOverlay.KillOverlay();
});
}
}
}