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:
Paul Chote
2011-07-03 00:38:50 +12:00
parent b85fce3b41
commit c76811c5e1
5 changed files with 99 additions and 56 deletions

View File

@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
MenuType menu = MenuType.None;
Widget ingameRoot;
World world;
void AddChatLine(Color c, string from, string text)
{
@@ -32,6 +33,13 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
{
Game.AddChatLine -= AddChatLine;
Game.BeforeGameStart -= UnregisterEvents;
if (world.LocalPlayer != null)
{
var queueTabs = ingameRoot.GetWidget<ProductionTabsWidget>("PRODUCTION_TABS");
world.ActorAdded += queueTabs.ActorChanged;
world.ActorRemoved += queueTabs.ActorChanged;
}
}
ProductionQueue QueueForType(World world, string type)
@@ -45,6 +53,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
public CncIngameChromeLogic([ObjectCreator.Param] Widget widget,
[ObjectCreator.Param] World world )
{
this.world = world;
world.WorldActor.Trait<CncMenuPaletteEffect>()
.Fade(CncMenuPaletteEffect.EffectType.None);
@@ -65,33 +74,31 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
var buildPalette = playerWidgets.GetWidget<ProductionPaletteWidget>("PRODUCTION_PALETTE");
var queueTabs = playerWidgets.GetWidget<ProductionTabsWidget>("PRODUCTION_TABS");
world.ActorAdded += queueTabs.ActorChanged;
world.ActorRemoved += queueTabs.ActorChanged;
var queueTypes = sidebarRoot.GetWidget("PRODUCTION_TYPES");
var buildingTab = queueTypes.GetWidget<ButtonWidget>("BUILDING");
buildingTab.OnClick = () => queueTabs.QueueType = "Building";
buildingTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Building")
|| queueTabs.QueueCounts["Building"] == 0;
buildingTab.IsDisabled = () => queueTabs.Groups["Building"].Tabs.Count == 0;
var defenseTab = queueTypes.GetWidget<ButtonWidget>("DEFENSE");
defenseTab.OnClick = () => queueTabs.QueueType = "Defense";
defenseTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Defense")
|| queueTabs.QueueCounts["Defense"] == 0;
defenseTab.IsDisabled = () => queueTabs.Groups["Defense"].Tabs.Count == 0;
var infantryTab = queueTypes.GetWidget<ButtonWidget>("INFANTRY");
infantryTab.OnClick = () => queueTabs.QueueType = "Infantry";
infantryTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Infantry")
|| queueTabs.QueueCounts["Infantry"] == 0;
infantryTab.IsDisabled = () => queueTabs.Groups["Infantry"].Tabs.Count == 0;
var vehicleTab = queueTypes.GetWidget<ButtonWidget>("VEHICLE");
vehicleTab.OnClick = () => queueTabs.QueueType = "Vehicle";
vehicleTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Vehicle")
|| queueTabs.QueueCounts["Vehicle"] == 0;
vehicleTab.IsDisabled = () => queueTabs.Groups["Vehicle"].Tabs.Count == 0;
var aircraftTab = queueTypes.GetWidget<ButtonWidget>("AIRCRAFT");
aircraftTab.OnClick = () => queueTabs.QueueType = "Aircraft";
aircraftTab.IsDisabled = () => !queueTabs.QueueCounts.ContainsKey("Aircraft")
|| queueTabs.QueueCounts["Aircraft"] == 0;
aircraftTab.IsDisabled = () => queueTabs.Groups["Aircraft"].Tabs.Count == 0;
}
ingameRoot.GetWidget<ButtonWidget>("OPTIONS_BUTTON").OnClick = () =>
{