using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; using OpenRa.FileFormats; using OpenRa.Game.Graphics; using OpenRa.TechTree; using System.Linq; namespace OpenRa.Game { using GRegion = OpenRa.Game.Graphics.Region; class Sidebar { Player player; SpriteRenderer spriteRenderer, clockRenderer; Sprite blank; readonly GRegion region; public GRegion Region { get { return region; } } public float Width { get { return spriteWidth * 2; } } Dictionary sprites = new Dictionary(); const int spriteWidth = 64, spriteHeight = 48; static string[] groups = new string[] { "building", "vehicle", "ship", "infantry", "plane" }; Dictionary itemGroups = new Dictionary(); //item->group Dictionary clockAnimations = new Dictionary(); //group->clockAnimation List items = new List(); public Sidebar( Renderer renderer, Player player ) { this.player = player; this.player.TechTree.BuildableItemsChanged += PopulateItemList; region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler); Game.viewport.AddRegion( region ); spriteRenderer = new SpriteRenderer(renderer, false); clockRenderer = new SpriteRenderer(renderer, true); LoadSprites( "BuildingTypes", "building" ); LoadSprites( "VehicleTypes", "vehicle" ); LoadSprites( "InfantryTypes", "infantry" ); LoadSprites( "ShipTypes", "ship" ); LoadSprites( "PlaneTypes", "plane" ); foreach (string group in groups) { player.ProductionInit( group ); clockAnimations.Add( group, new Animation( "clock" ) ); clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) ); } blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16); } const int NumClockFrames = 54; Func ClockAnimFrame( string group ) { return () => { var producing = player.Producing( group ); if( producing == null ) return 0; return ( producing.TotalTime - producing.RemainingTime ) * NumClockFrames / producing.TotalTime; }; } public void Build(SidebarItem item) { if (item == null) return; if (item.techTreeItem.IsStructure) Game.controller.orderGenerator = new PlaceBuilding(player, item.techTreeItem.tag.ToLowerInvariant()); else Game.controller.AddOrder(Order.BuildUnit(player, item.techTreeItem.tag.ToLowerInvariant())); } void LoadSprites( string category, string group ) { foreach( var u in Rules.AllRules.GetSection( category ) ) { var unit = Rules.UnitInfo[ u.Key ]; if( unit.TechLevel != -1 ) sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) ); itemGroups.Add( unit.Name, group ); } } void DrawSprite(Sprite s, ref float2 p) { spriteRenderer.DrawSprite(s, p, 0); p.Y += spriteHeight; } void Fill(float height, float2 p) { while (p.Y < height) DrawSprite(blank, ref p); } int buildPos = 0; int unitPos = 0; void PopulateItemList() { buildPos = 0; unitPos = 0; items.Clear(); foreach (Item i in player.TechTree.BuildableItems) { Sprite sprite; if (!sprites.TryGetValue(i.tag, out sprite)) continue; items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos)); if (i.IsStructure) buildPos += spriteHeight; else unitPos += spriteHeight; } foreach( string g in groups ) player.CancelProduction( g ); } void Paint() { foreach( SidebarItem i in items ) { var group = itemGroups[ i.techTreeItem.tag ]; var producing = player.Producing( group ); if( producing != null && producing.Item == i.techTreeItem.tag ) { clockAnimations[ group ].Tick(); clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 ); } i.Paint( spriteRenderer, region.Location ); } Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y)); Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X + spriteWidth, unitPos + region.Location.Y)); spriteRenderer.Flush(); clockRenderer.Flush(); } public SidebarItem GetItem(float2 point) { foreach (SidebarItem i in items) if (i.Clicked(point)) return i; return null; } void MouseHandler(MouseInput mi) { if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down) { var point = mi.Location.ToFloat2(); var item = GetItem(point); if (item != null) { string group = itemGroups[item.techTreeItem.tag]; if (player.Producing(group) == null) { player.BeginProduction( group, new ProductionItem( item.techTreeItem.tag, 25, 0 ) ); Build(item); } } } else if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down ) { var point = mi.Location.ToFloat2(); var item = GetItem(point); if( item != null ) { string group = itemGroups[ item.techTreeItem.tag ]; player.CancelProduction( group ); } } } } }