Move common widgets from Game to Mods.Common.
This commit is contained in:
218
OpenRA.Mods.Common/Widgets/ViewportControllerWidget.cs
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218
OpenRA.Mods.Common/Widgets/ViewportControllerWidget.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Orders;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets
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{
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public enum WorldTooltipType { None, Unexplored, Actor, FrozenActor }
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public class ViewportControllerWidget : Widget
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{
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public readonly string TooltipTemplate = "WORLD_TOOLTIP";
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public readonly string TooltipContainer;
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Lazy<TooltipContainerWidget> tooltipContainer;
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public WorldTooltipType TooltipType { get; private set; }
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public IToolTip ActorTooltip { get; private set; }
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public IEnumerable<IProvideTooltipInfo> ActorTooltipExtra { get; private set; }
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public FrozenActor FrozenActorTooltip { get; private set; }
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public int EdgeScrollThreshold = 15;
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public int EdgeCornerScrollThreshold = 35;
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static readonly Dictionary<ScrollDirection, string> ScrollCursors = new Dictionary<ScrollDirection, string>
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{
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{ ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" },
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{ ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" },
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{ ScrollDirection.Down | ScrollDirection.Left, "scroll-bl" },
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{ ScrollDirection.Down | ScrollDirection.Right, "scroll-br" },
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{ ScrollDirection.Up, "scroll-t" },
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{ ScrollDirection.Down, "scroll-b" },
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{ ScrollDirection.Left, "scroll-l" },
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{ ScrollDirection.Right, "scroll-r" },
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};
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static readonly Dictionary<ScrollDirection, float2> ScrollOffsets = new Dictionary<ScrollDirection, float2>
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{
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{ ScrollDirection.Up, new float2(0, -1) },
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{ ScrollDirection.Down, new float2(0, 1) },
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{ ScrollDirection.Left, new float2(-1, 0) },
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{ ScrollDirection.Right, new float2(1, 0) },
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};
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ScrollDirection keyboardDirections;
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ScrollDirection edgeDirections;
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World world;
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WorldRenderer worldRenderer;
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[ObjectCreator.UseCtor]
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public ViewportControllerWidget(World world, WorldRenderer worldRenderer)
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{
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this.world = world;
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this.worldRenderer = worldRenderer;
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tooltipContainer = Exts.Lazy(() =>
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Ui.Root.Get<TooltipContainerWidget>(TooltipContainer));
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}
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public override void MouseEntered()
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{
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if (TooltipContainer == null)
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return;
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tooltipContainer.Value.SetTooltip(TooltipTemplate,
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new WidgetArgs() { { "world", world }, { "viewport", this } });
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}
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public override void MouseExited()
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{
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if (TooltipContainer == null)
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return;
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tooltipContainer.Value.RemoveTooltip();
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}
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public override void Draw()
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{
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UpdateMouseover();
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base.Draw();
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}
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public void UpdateMouseover()
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{
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TooltipType = WorldTooltipType.None;
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ActorTooltipExtra = null;
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var cell = worldRenderer.Viewport.ViewToWorld(Viewport.LastMousePos);
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if (!world.Map.Contains(cell))
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return;
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if (world.ShroudObscures(cell))
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{
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TooltipType = WorldTooltipType.Unexplored;
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return;
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}
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var underCursor = world.ScreenMap.ActorsAt(worldRenderer.Viewport.ViewToWorldPx(Viewport.LastMousePos))
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.Where(a => !world.FogObscures(a) && a.HasTrait<IToolTip>())
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.WithHighestSelectionPriority();
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if (underCursor != null)
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{
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ActorTooltip = underCursor.TraitsImplementing<IToolTip>().First();
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ActorTooltipExtra = underCursor.TraitsImplementing<IProvideTooltipInfo>();
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TooltipType = WorldTooltipType.Actor;
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return;
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}
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, worldRenderer.Viewport.ViewToWorldPx(Viewport.LastMousePos))
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.Where(a => a.TooltipInfo != null && a.IsValid)
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.WithHighestSelectionPriority();
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if (frozen != null)
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{
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FrozenActorTooltip = frozen;
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if (frozen.Actor != null)
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ActorTooltipExtra = frozen.Actor.TraitsImplementing<IProvideTooltipInfo>();
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TooltipType = WorldTooltipType.FrozenActor;
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}
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}
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public override string GetCursor(int2 pos)
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{
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if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != this)
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return null;
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var blockedDirections = worldRenderer.Viewport.GetBlockedDirections();
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foreach (var dir in ScrollCursors)
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if (edgeDirections.Includes(dir.Key))
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return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
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return null;
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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var scrolltype = Game.Settings.Game.MouseScroll;
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if (scrolltype == MouseScrollType.Disabled)
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return false;
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if (mi.Event == MouseInputEvent.Move &&
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(mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right)))
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{
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var d = scrolltype == MouseScrollType.Inverted ? -1 : 1;
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worldRenderer.Viewport.Scroll((Viewport.LastMousePos - mi.Location) * d, false);
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return true;
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}
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return false;
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}
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public override bool YieldKeyboardFocus()
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{
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keyboardDirections = ScrollDirection.None;
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return base.YieldKeyboardFocus();
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}
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public override bool HandleKeyPress(KeyInput e)
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{
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switch (e.Key)
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{
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case Keycode.UP: keyboardDirections = keyboardDirections.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
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case Keycode.DOWN: keyboardDirections = keyboardDirections.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
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case Keycode.LEFT: keyboardDirections = keyboardDirections.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
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case Keycode.RIGHT: keyboardDirections = keyboardDirections.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
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}
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return false;
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}
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public override void Tick()
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{
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edgeDirections = ScrollDirection.None;
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if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
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edgeDirections = CheckForDirections();
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if (keyboardDirections != ScrollDirection.None || edgeDirections != ScrollDirection.None)
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{
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var scroll = float2.Zero;
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foreach (var kv in ScrollOffsets)
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if (keyboardDirections.Includes(kv.Key) || edgeDirections.Includes(kv.Key))
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scroll += kv.Value;
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var length = Math.Max(1, scroll.Length);
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scroll *= (1f / length) * Game.Settings.Game.ViewportEdgeScrollStep;
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worldRenderer.Viewport.Scroll(scroll, false);
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}
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}
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ScrollDirection CheckForDirections()
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{
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var directions = ScrollDirection.None;
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if (Viewport.LastMousePos.X < EdgeScrollThreshold)
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directions |= ScrollDirection.Left;
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if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
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directions |= ScrollDirection.Up;
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if (Viewport.LastMousePos.X >= Game.Renderer.Resolution.Width - EdgeScrollThreshold)
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directions |= ScrollDirection.Right;
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if (Viewport.LastMousePos.Y >= Game.Renderer.Resolution.Height - EdgeScrollThreshold)
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directions |= ScrollDirection.Down;
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return directions;
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}
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}
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}
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