#region Copyright & License Information /* * Copyright 2007-2011 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using OpenRA.GameRules; using OpenRA.Graphics; namespace OpenRA.Widgets { public class ViewportScrollControllerWidget : Widget { public int EdgeScrollThreshold = 15; public int EdgeCornerScrollThreshold = 35; ScrollDirection Keyboard; ScrollDirection Edge; public ViewportScrollControllerWidget() : base() { } protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget) : base(widget) { } public override bool HandleMouseInput(MouseInput mi) { var scrolltype = Game.Settings.Game.MouseScroll; if (scrolltype == MouseScrollType.Disabled) return false; if (mi.Event == MouseInputEvent.Move && (mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right))) { var d = scrolltype == MouseScrollType.Inverted ? -1 : 1; Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d); return true; } return false; } static readonly Dictionary directions = new Dictionary { { ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" }, { ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" }, { ScrollDirection.Down | ScrollDirection.Left, "scroll-bl" }, { ScrollDirection.Down | ScrollDirection.Right, "scroll-br" }, { ScrollDirection.Up, "scroll-t" }, { ScrollDirection.Down, "scroll-b" }, { ScrollDirection.Left, "scroll-l" }, { ScrollDirection.Right, "scroll-r" }, }; public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos) { if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w) return null; var blockedDirections = Game.viewport.GetBlockedDirections(); foreach (var dir in directions) if (edge.Includes(dir.Key)) return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : ""); return null; } public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); } public override bool YieldKeyboardFocus() { Keyboard = ScrollDirection.None; return base.YieldKeyboardFocus(); } public override bool HandleKeyPress(KeyInput e) { switch (e.KeyName) { case "up": Keyboard = Keyboard.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true; case "down": Keyboard = Keyboard.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true; case "left": Keyboard = Keyboard.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true; case "right": Keyboard = Keyboard.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true; } return false; } public override void Tick() { Edge = ScrollDirection.None; if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus) { Edge = CheckForDirections(); } Scroll(); } ScrollDirection CheckForDirections() { // First let's check if the mouse is on the corners: if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold && Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Right { return ScrollDirection.Right | ScrollDirection.Down; } else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold && Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Left { return ScrollDirection.Down | ScrollDirection.Left; } else if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold && Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Right { return ScrollDirection.Right | ScrollDirection.Up; } else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold && Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Left { return ScrollDirection.Left | ScrollDirection.Up; } //Check for corner ends here now let's check the edges: // Check for edge-scroll if (Viewport.LastMousePos.X < EdgeScrollThreshold) return ScrollDirection.Left; if (Viewport.LastMousePos.Y < EdgeScrollThreshold) return ScrollDirection.Up; if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold) return ScrollDirection.Right; if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold) return ScrollDirection.Down; //Check for edge-scroll ends here.If none of above then return none. return ScrollDirection.None; } void Scroll() { if (Keyboard != ScrollDirection.None || Edge != ScrollDirection.None) { var scroll = new float2(0, 0); if (Keyboard.Includes(ScrollDirection.Up) || Edge.Includes(ScrollDirection.Up)) scroll += new float2(0, -1); if (Keyboard.Includes(ScrollDirection.Right) || Edge.Includes(ScrollDirection.Right)) scroll += new float2(1, 0); if (Keyboard.Includes(ScrollDirection.Down) || Edge.Includes(ScrollDirection.Down)) scroll += new float2(0, 1); if (Keyboard.Includes(ScrollDirection.Left) || Edge.Includes(ScrollDirection.Left)) scroll += new float2(-1, 0); float length = Math.Max(1, scroll.Length); scroll.X = (scroll.X / length) * Game.Settings.Game.ViewportEdgeScrollStep; scroll.Y = (scroll.Y / length) * Game.Settings.Game.ViewportEdgeScrollStep; Game.viewport.Scroll(scroll); } } public override Widget Clone() { return new ViewportScrollControllerWidget(this); } } }