#region Copyright & License Information /* * Copyright 2007-2021 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Orders; using OpenRA.Primitives; using OpenRA.Traits; using OpenRA.Widgets; namespace OpenRA.Mods.Common.Widgets { public class WorldInteractionControllerWidget : Widget { public readonly HotkeyReference SelectAllKey = new HotkeyReference(); public readonly HotkeyReference SelectSameTypeKey = new HotkeyReference(); protected readonly World World; readonly WorldRenderer worldRenderer; readonly Color normalSelectionColor; readonly Color altSelectionColor; readonly Color ctrlSelectionColor; int2 dragStart, mousePos; bool isDragging = false; bool IsValidDragbox => isDragging && (dragStart - mousePos).Length > Game.Settings.Game.SelectionDeadzone; [ObjectCreator.UseCtor] public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer) { World = world; this.worldRenderer = worldRenderer; if (!ChromeMetrics.TryGet("AltSelectionColor", out altSelectionColor)) altSelectionColor = Color.White; if (!ChromeMetrics.TryGet("CtrlSelectionColor", out ctrlSelectionColor)) ctrlSelectionColor = Color.White; if (!ChromeMetrics.TryGet("NormalSelectionColor", out normalSelectionColor)) normalSelectionColor = Color.White; } public override void Draw() { var modifiers = Game.GetModifierKeys(); IEnumerable rollover; if (IsValidDragbox) { var a = worldRenderer.Viewport.WorldToViewPx(dragStart); var b = worldRenderer.Viewport.WorldToViewPx(mousePos); var color = normalSelectionColor; if (modifiers.HasFlag(Modifiers.Alt) && !modifiers.HasFlag(Modifiers.Ctrl)) color = altSelectionColor; else if (modifiers.HasFlag(Modifiers.Ctrl) && !modifiers.HasFlag(Modifiers.Alt)) color = ctrlSelectionColor; Game.Renderer.RgbaColorRenderer.DrawRect(a, b, 1, color); // Render actors in the dragbox rollover = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, modifiers); } else { // Render actors under the mouse pointer rollover = SelectActorsInBoxWithDeadzone(World, mousePos, mousePos, modifiers); } worldRenderer.World.Selection.SetRollover(rollover); } public override bool HandleMouseInput(MouseInput mi) { mousePos = worldRenderer.Viewport.ViewToWorldPx(mi.Location); var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle; var multiClick = mi.MultiTapCount >= 2; if (!(World.OrderGenerator is UnitOrderGenerator uog)) { ApplyOrders(World, mi); isDragging = false; YieldMouseFocus(mi); return true; } if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down) { if (!TakeMouseFocus(mi)) return false; dragStart = mousePos; isDragging = true; } if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up) { if (useClassicMouseStyle && HasMouseFocus) { if (!IsValidDragbox && World.Selection.Actors.Any() && !multiClick && uog.InputOverridesSelection(World, mousePos, mi)) { // Order units instead of selecting ApplyOrders(World, mi); isDragging = false; YieldMouseFocus(mi); return true; } } if (multiClick) { var unit = World.ScreenMap.ActorsAtMouse(mousePos) .WithHighestSelectionPriority(mousePos, mi.Modifiers); // Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode) var viewer = World.RenderPlayer ?? World.LocalPlayer; var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating); var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating; var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer }; if (unit != null && eligiblePlayers.Contains(unit.Owner)) { var s = unit.TraitOrDefault(); if (s != null) { // Select actors on the screen that have the same selection class as the actor under the mouse cursor var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet { s.Class }, eligiblePlayers); World.Selection.Combine(World, newSelection, true, false); } } } else { /* The block below does three things: // 1. Allows actor selection using a selection box regardless of input mode. // 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator). // 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard). // // We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in // World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere, // only by dragging an empty selection box. */ if (isDragging && (uog.ClearSelectionOnLeftClick || IsValidDragbox)) { var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers); World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos); } } World.CancelInputMode(); isDragging = false; YieldMouseFocus(mi); } if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Up) { // Don't do anything while selecting if (!IsValidDragbox) { if (useClassicMouseStyle) World.Selection.Clear(); ApplyOrders(World, mi); } } return true; } void ApplyOrders(World world, MouseInput mi) { if (world.OrderGenerator == null) return; var cell = worldRenderer.Viewport.ViewToWorld(mi.Location); var worldPixel = worldRenderer.Viewport.ViewToWorldPx(mi.Location); var orders = world.OrderGenerator.Order(world, cell, worldPixel, mi).ToArray(); world.PlayVoiceForOrders(orders); var flashed = false; foreach (var o in orders) { if (o == null) continue; if (!flashed && !o.SuppressVisualFeedback) { var visualTarget = o.VisualFeedbackTarget.Type != TargetType.Invalid ? o.VisualFeedbackTarget : o.Target; foreach (var notifyOrderIssued in world.WorldActor.TraitsImplementing()) flashed = notifyOrderIssued.OrderIssued(world, visualTarget); } world.IssueOrder(o); } } public override string GetCursor(int2 screenPos) { return Sync.RunUnsynced(World, () => { // Always show an arrow while selecting if (IsValidDragbox) return null; var cell = worldRenderer.Viewport.ViewToWorld(screenPos); var worldPixel = worldRenderer.Viewport.ViewToWorldPx(screenPos); var mi = new MouseInput { Location = screenPos, Button = Game.Settings.Game.MouseButtonPreference.Action, Modifiers = Game.GetModifierKeys() }; return World.OrderGenerator.GetCursor(World, cell, worldPixel, mi); }); } public override bool HandleKeyPress(KeyInput e) { if (e.Event == KeyInputEvent.Down) { // Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode) var viewer = World.RenderPlayer ?? World.LocalPlayer; var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating); var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating; var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer }; if (SelectAllKey.IsActivatedBy(e) && !World.IsGameOver) { // Select actors on the screen which belong to the current player(s) var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList(); // Check if selecting actors on the screen has selected new units if (ownUnitsOnScreen.Count > World.Selection.Actors.Count()) TextNotificationsManager.AddFeedbackLine("Selected across screen"); else { // Select actors in the world that have highest selection priority ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList(); TextNotificationsManager.AddFeedbackLine("Selected across map"); } World.Selection.Combine(World, ownUnitsOnScreen, false, false); } else if (SelectSameTypeKey.IsActivatedBy(e) && !World.IsGameOver) { if (!World.Selection.Actors.Any()) return false; var ownedActors = World.Selection.Actors .Where(x => !x.IsDead && eligiblePlayers.Contains(x.Owner)) .ToList(); if (!ownedActors.Any()) return false; // Get all the selected actors' selection classes var selectedClasses = ownedActors .Select(a => a.Trait().Class) .ToHashSet(); // Select actors on the screen that have the same selection class as one of the already selected actors var newSelection = SelectActorsOnScreen(World, worldRenderer, selectedClasses, eligiblePlayers).ToList(); // Check if selecting actors on the screen has selected new units if (newSelection.Count > World.Selection.Actors.Count()) TextNotificationsManager.AddFeedbackLine("Selected across screen"); else { // Select actors in the world that have the same selection class as one of the already selected actors newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList(); TextNotificationsManager.AddFeedbackLine("Selected across map"); } World.Selection.Combine(World, newSelection, true, false); } } return false; } static IEnumerable SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable selectionClasses, IEnumerable players) { var actors = world.ScreenMap.ActorsInMouseBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight).Select(a => a.Actor); return SelectActorsByOwnerAndSelectionClass(actors, players, selectionClasses); } static IEnumerable SelectActorsInWorld(World world, IEnumerable selectionClasses, IEnumerable players) { return SelectActorsByOwnerAndSelectionClass(world.Actors.Where(a => a.IsInWorld), players, selectionClasses); } static IEnumerable SelectActorsByOwnerAndSelectionClass(IEnumerable actors, IEnumerable owners, IEnumerable selectionClasses) { return actors.Where(a => { if (!owners.Contains(a.Owner)) return false; var s = a.TraitOrDefault(); // selectionClasses == null means that units, that meet all other criteria, get selected return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class)); }); } static IEnumerable SelectHighestPriorityActorAtPoint(World world, int2 a, Modifiers modifiers) { var selected = world.ScreenMap.ActorsAtMouse(a) .Where(x => x.Actor.Info.HasTraitInfo() && (x.Actor.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x.Actor))) .WithHighestSelectionPriority(a, modifiers); if (selected != null) yield return selected; } static IEnumerable SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b, Modifiers modifiers) { // For dragboxes that are too small, shrink the dragbox to a single point (point b) if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone) a = b; if (a == b) return SelectHighestPriorityActorAtPoint(world, a, modifiers); return world.ScreenMap.ActorsInMouseBox(a, b) .Select(x => x.Actor) .Where(x => x.Info.HasTraitInfo() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x))) .SubsetWithHighestSelectionPriority(modifiers); } } }