Rewrite production tabs (again): Avoid doing a pile of work every tick; support multiple queue types grouped under one category; Tab numbering is sticky.
This commit is contained in:
@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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MenuType menu = MenuType.None;
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Widget ingameRoot;
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World world;
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void AddChatLine(Color c, string from, string text)
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{
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@@ -32,6 +33,13 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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{
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Game.AddChatLine -= AddChatLine;
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Game.BeforeGameStart -= UnregisterEvents;
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if (world.LocalPlayer != null)
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{
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var queueTabs = ingameRoot.GetWidget<ProductionTabsWidget>("PRODUCTION_TABS");
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world.ActorAdded += queueTabs.ActorChanged;
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world.ActorRemoved += queueTabs.ActorChanged;
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}
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}
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ProductionQueue QueueForType(World world, string type)
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@@ -45,6 +53,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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public CncIngameChromeLogic([ObjectCreator.Param] Widget widget,
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[ObjectCreator.Param] World world )
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{
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this.world = world;
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world.WorldActor.Trait<CncMenuPaletteEffect>()
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.Fade(CncMenuPaletteEffect.EffectType.None);
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@@ -65,33 +74,31 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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var buildPalette = playerWidgets.GetWidget<ProductionPaletteWidget>("PRODUCTION_PALETTE");
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var queueTabs = playerWidgets.GetWidget<ProductionTabsWidget>("PRODUCTION_TABS");
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world.ActorAdded += queueTabs.ActorChanged;
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world.ActorRemoved += queueTabs.ActorChanged;
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var queueTypes = sidebarRoot.GetWidget("PRODUCTION_TYPES");
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var buildingTab = queueTypes.GetWidget<ButtonWidget>("BUILDING");
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buildingTab.OnClick = () => queueTabs.QueueType = "Building";
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buildingTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Building")
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|| queueTabs.QueueCounts["Building"] == 0;
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buildingTab.IsDisabled = () => queueTabs.Groups["Building"].Tabs.Count == 0;
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var defenseTab = queueTypes.GetWidget<ButtonWidget>("DEFENSE");
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defenseTab.OnClick = () => queueTabs.QueueType = "Defense";
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defenseTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Defense")
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|| queueTabs.QueueCounts["Defense"] == 0;
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defenseTab.IsDisabled = () => queueTabs.Groups["Defense"].Tabs.Count == 0;
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var infantryTab = queueTypes.GetWidget<ButtonWidget>("INFANTRY");
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infantryTab.OnClick = () => queueTabs.QueueType = "Infantry";
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infantryTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Infantry")
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|| queueTabs.QueueCounts["Infantry"] == 0;
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infantryTab.IsDisabled = () => queueTabs.Groups["Infantry"].Tabs.Count == 0;
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var vehicleTab = queueTypes.GetWidget<ButtonWidget>("VEHICLE");
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vehicleTab.OnClick = () => queueTabs.QueueType = "Vehicle";
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vehicleTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Vehicle")
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|| queueTabs.QueueCounts["Vehicle"] == 0;
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vehicleTab.IsDisabled = () => queueTabs.Groups["Vehicle"].Tabs.Count == 0;
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var aircraftTab = queueTypes.GetWidget<ButtonWidget>("AIRCRAFT");
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aircraftTab.OnClick = () => queueTabs.QueueType = "Aircraft";
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aircraftTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Aircraft")
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|| queueTabs.QueueCounts["Aircraft"] == 0;
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aircraftTab.IsDisabled = () => queueTabs.Groups["Aircraft"].Tabs.Count == 0;
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}
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ingameRoot.GetWidget<ButtonWidget>("OPTIONS_BUTTON").OnClick = () =>
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{
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@@ -19,6 +19,44 @@ using System;
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namespace OpenRA.Mods.Cnc.Widgets
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{
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public class ProductionTab
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{
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public string Name;
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public ProductionQueue Queue;
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}
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public class ProductionTabGroup
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{
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public List<ProductionTab> Tabs = new List<ProductionTab>();
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public string Group;
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public int CumulativeCount;
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public void Update(IEnumerable<ProductionQueue> allQueues)
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{
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var queues = allQueues.Where(q => q.Info.Group == Group).ToList();
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List<ProductionTab> tabs = new List<ProductionTab>();
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// Remove stale queues
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foreach (var t in Tabs)
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{
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if (!queues.Contains(t.Queue))
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continue;
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tabs.Add(t);
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queues.Remove(t.Queue);
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}
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// Add new queues
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foreach (var queue in queues)
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tabs.Add(new ProductionTab()
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{
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Name = (++CumulativeCount).ToString(),
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Queue = queue
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});
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Tabs = tabs;
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}
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}
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class ProductionTabsWidget : Widget
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{
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string queueType;
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@@ -32,9 +70,8 @@ namespace OpenRA.Mods.Cnc.Widgets
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{
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queueType = value;
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ListOffset = 0;
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ResetButtons();
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Widget.RootWidget.GetWidget<ProductionPaletteWidget>(PaletteWidget)
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.CurrentQueue = tabs.Keys.FirstOrDefault();
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.CurrentQueue = Groups[queueType].Tabs[0].Queue;
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}
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}
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@@ -42,10 +79,7 @@ namespace OpenRA.Mods.Cnc.Widgets
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public float ScrollVelocity = 4f;
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public int TabWidth = 30;
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public int ArrowWidth = 20;
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public ProductionQueue[] AllQueues;
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public Dictionary<string, int> QueueCounts = new Dictionary<string, int>();
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Dictionary<ProductionQueue, Rectangle> tabs = new Dictionary<ProductionQueue, Rectangle>();
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public Dictionary<string, ProductionTabGroup> Groups;
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int ContentWidth = 0;
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float ListOffset = 0;
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@@ -53,19 +87,19 @@ namespace OpenRA.Mods.Cnc.Widgets
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bool rightPressed = false;
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Rectangle leftButtonRect;
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Rectangle rightButtonRect;
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readonly World world;
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[ObjectCreator.UseCtor]
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public ProductionTabsWidget( [ObjectCreator.Param] World world )
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{
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this.world = world;
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Groups = Rules.Info.Values.SelectMany(a => a.Traits.WithInterface<ProductionQueueInfo>())
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.Select(q => q.Group).Distinct().ToDictionary(g => g, g => new ProductionTabGroup() { Group = g });
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}
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public override void DrawInner()
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{
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var rb = RenderBounds;
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leftButtonRect = new Rectangle(rb.X, rb.Y, ArrowWidth, rb.Height);
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rightButtonRect = new Rectangle(rb.Right - ArrowWidth, rb.Y, ArrowWidth, rb.Height);
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@@ -83,21 +117,24 @@ namespace OpenRA.Mods.Cnc.Widgets
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage("scrollbar", rightPressed || rightDisabled ? "down_pressed" : "down_arrow"),
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new float2(rightButtonRect.Left + 2, rightButtonRect.Top + 2));
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if (QueueType == null)
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return;
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// Draw tab buttons
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Game.Renderer.EnableScissor(leftButtonRect.Right, rb.Y + 1, rightButtonRect.Left - leftButtonRect.Right - 1, rb.Height);
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var palette = Widget.RootWidget.GetWidget<ProductionPaletteWidget>(PaletteWidget);
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// TODO: Draw children buttons
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var i = 1;
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foreach (var tab in tabs)
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var origin = new int2(leftButtonRect.Right - 1 + (int)ListOffset, leftButtonRect.Y);
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SpriteFont font = Game.Renderer.Fonts["TinyBold"];
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ContentWidth = 0;
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foreach (var tab in Groups[QueueType].Tabs)
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{
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ButtonWidget.DrawBackground("button", tab.Value, false, tab.Key == palette.CurrentQueue, tab.Value.Contains(Viewport.LastMousePos));
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var rect = new Rectangle(origin.X + ContentWidth, origin.Y, TabWidth, rb.Height);
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ButtonWidget.DrawBackground("button", rect, false, tab.Queue == palette.CurrentQueue, rect.Contains(Viewport.LastMousePos));
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ContentWidth += TabWidth - 1;
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SpriteFont font = Game.Renderer.Fonts["TinyBold"];
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var text = i.ToString();
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int2 textSize = font.Measure(text);
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int2 position = new int2(tab.Value.X + (tab.Value.Width - textSize.X)/2, tab.Value.Y + (tab.Value.Height - textSize.Y)/2);
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font.DrawTextWithContrast(text, position, Color.White, Color.Black, 1);
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i++;
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int2 textSize = font.Measure(tab.Name);
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int2 position = new int2(rect.X + (rect.Width - textSize.X)/2, rect.Y + (rect.Height - textSize.Y)/2);
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font.DrawTextWithContrast(tab.Name, position, Color.White, Color.Black, 1);
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}
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Game.Renderer.DisableScissor();
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@@ -109,18 +146,16 @@ namespace OpenRA.Mods.Cnc.Widgets
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ListOffset = Math.Min(0,Math.Max(Bounds.Width - rightButtonRect.Width - leftButtonRect.Width - ContentWidth, ListOffset));
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}
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public void ResetButtons()
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// Is added to world.ActorAdded by the SidebarLogic handler
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public void ActorChanged(Actor a)
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{
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tabs.Clear();
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ContentWidth = 0;
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var rb = RenderBounds;
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var origin = new int2(leftButtonRect.Right - 1 + (int)ListOffset, leftButtonRect.Y);
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foreach (var queue in AllQueues.Where(q => q.Info.Type == QueueType))
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if (a.HasTrait<ProductionQueue>())
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{
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var rect = new Rectangle(origin.X + ContentWidth, origin.Y, TabWidth, rb.Height);
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tabs.Add(queue, rect);
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ContentWidth += TabWidth - 1;
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var allQueues = world.ActorsWithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == world.LocalPlayer && p.Actor.IsInWorld)
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.Select(p => p.Trait).ToArray();
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foreach (var g in Groups.Values)
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g.Update(allQueues);
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}
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}
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@@ -128,15 +163,6 @@ namespace OpenRA.Mods.Cnc.Widgets
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{
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if (leftPressed) Scroll(1);
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if (rightPressed) Scroll(-1);
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AllQueues = world.ActorsWithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == world.LocalPlayer)
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.Select(p => p.Trait).ToArray();
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QueueCounts = AllQueues.Select(q => q.Info.Type).Distinct()
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.ToDictionary(t => t, t => AllQueues.Count(q => q.Info.Type == t));
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ResetButtons();
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base.Tick();
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}
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@@ -145,7 +171,7 @@ namespace OpenRA.Mods.Cnc.Widgets
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leftPressed = rightPressed = false;
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return base.LoseFocus(mi);
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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if (mi.Button == MouseButton.WheelDown)
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@@ -175,16 +201,16 @@ namespace OpenRA.Mods.Cnc.Widgets
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leftPressed = leftButtonRect.Contains(mi.Location.X, mi.Location.Y);
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rightPressed = rightButtonRect.Contains(mi.Location.X, mi.Location.Y);
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var queue = tabs.Where(a => a.Value.Contains(mi.Location))
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.Select(a => a.Key).FirstOrDefault();
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if (queue != null)
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// Check production tabs
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var offsetloc = mi.Location - new int2(leftButtonRect.Right - 1 + (int)ListOffset, leftButtonRect.Y);
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if (offsetloc.X > 0 && offsetloc.X <= ContentWidth)
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{
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var palette = Widget.RootWidget.GetWidget<ProductionPaletteWidget>(PaletteWidget);
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palette.CurrentQueue = queue;
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palette.CurrentQueue = Groups[QueueType].Tabs[offsetloc.X/(TabWidth - 1)].Queue;
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return true;
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}
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return (leftPressed || rightPressed || queue != null);
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return (leftPressed || rightPressed);
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}
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}
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}
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@@ -19,6 +19,8 @@ namespace OpenRA.Mods.RA
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public class ProductionQueueInfo : ITraitInfo
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{
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public readonly string Type = null;
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public readonly string Group = null;
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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@@ -25,6 +25,7 @@ FACT:
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Facing: 108
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ProductionQueue@Building:
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Type: Building
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -33,6 +34,7 @@ FACT:
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CancelledAudio: cancel1.aud
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ProductionQueue@Defense:
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Type: Defense
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Group: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -165,6 +167,7 @@ PYLE:
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Produces: Infantry
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ProductionQueue:
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Type: Infantry
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Group: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -204,6 +207,7 @@ HAND:
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Produces: Infantry
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ProductionQueue:
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Type: Infantry
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Group: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -245,6 +249,7 @@ AFLD:
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Produces: Vehicle
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ProductionQueue:
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Type: Vehicle
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Group: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -287,6 +292,7 @@ WEAP:
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Produces: Vehicle
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ProductionQueue:
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Type: Vehicle
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Group: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -413,6 +419,7 @@ HPAD:
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RallyPoint:
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ProductionQueue:
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Type: Plane
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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@@ -53,6 +53,7 @@ BIO:
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Produces: Biolab
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ProductionQueue:
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Type: Biolab
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Group: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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