using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; using OpenRa.FileFormats; using OpenRa.Game.Graphics; using System.Linq; namespace OpenRa.Game { class Sidebar { Player player; SpriteRenderer spriteRenderer, clockRenderer; Renderer renderer; Sprite blank; Animation ready; Animation cantBuild; public float Width { get { return spriteWidth * 2; } } Dictionary sprites = new Dictionary(); const int spriteWidth = 64, spriteHeight = 48; static string[] groups = new string[] { "Building", "Defense", "Vehicle", "Ship", "Infantry", "Plane" }; Dictionary clockAnimations = new Dictionary(); //group->clockAnimation List items = new List(); public Sidebar( Renderer renderer, Player player ) { //this.player = player; //this.renderer = renderer; //region = GRegion.Create(Game.viewport, DockStyle.Right, /*128*/0, Paint, MouseHandler); //region.UseScissor = false; //region.AlwaysWantMovement = true; //Game.viewport.AddRegion( region ); //spriteRenderer = new SpriteRenderer(renderer, false); //clockRenderer = new SpriteRenderer(renderer, true); //for( int i = 0 ; i < groups.Length ; i++ ) // LoadSprites( groups[ i ] ); //foreach (string group in groups) //{ // clockAnimations.Add( group, new Animation( "clock" ) ); // clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) ); //} //blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16); //ready = new Animation("pips"); //ready.PlayRepeating("ready"); //cantBuild = new Animation("clock"); //cantBuild.PlayFetchIndex("idle", () => 0); } 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.IsStructure ) Game.controller.orderGenerator = new PlaceBuilding( player, item.Tag.ToLowerInvariant() ); } void LoadSprites( string group ) { foreach( var u in Rules.Categories[ group ] ) { var unit = Rules.UnitInfo[ u ]; if( unit.TechLevel != -1 ) sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) ); } } 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 (var i in Rules.TechTree.BuildableItems(player, "Building")) { Sprite sprite; if (!sprites.TryGetValue(i, out sprite)) continue; items.Add(new SidebarItem(sprite, i, true, buildPos)); buildPos += spriteHeight; } foreach( var i in Rules.TechTree.BuildableItems( player, "Vehicle", "Infantry", "Ship", "Plane" ) ) { Sprite sprite; if( !sprites.TryGetValue( i, out sprite ) ) continue; items.Add( new SidebarItem( sprite, i, false, unitPos ) ); unitPos += spriteHeight; } } void Paint() { //PopulateItemList(); ////foreach( var i in items ) /* draw the buttons */ //// i.Paint(spriteRenderer, region.Location); //spriteRenderer.Flush(); //foreach( var i in items ) /* draw the status overlays */ //{ // var group = Rules.UnitCategory[ i.Tag ]; // var producing = player.Producing( group ); // if( producing != null && producing.Item == i.Tag ) // { // clockAnimations[ group ].Tick(); // clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 ); // if (producing.Done) // { // ready.Play("ready"); // clockRenderer.DrawSprite(ready.Image, region.Location.ToFloat2() + i.location + new float2((64 - ready.Image.size.X) / 2, 2), 0); // } // else if (producing.Paused) // { // ready.Play("hold"); // clockRenderer.DrawSprite(ready.Image, region.Location.ToFloat2() + i.location + new float2((64 - ready.Image.size.X) / 2, 2), 0); // } // } // else if (producing != null) // clockRenderer.DrawSprite(cantBuild.Image, region.Location.ToFloat2() + i.location, 0); //} //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(); //if (mouseOverItem != null) //{ // /* draw the sidebar help for this item */ // /* todo: draw a solid background of the appropriate color */ // var ui = Rules.UnitInfo[mouseOverItem.Tag]; // var text = string.Format(ui.Cost > 0 ? "{0} ($ {1})" : "{0}", /* abilities! */ // ui.Description, ui.Cost); // var size = renderer.MeasureText(text); // var pos = region.Position + mouseOverItem.location.ToInt2() -new int2(size.X+ 10, 0); // renderer.DrawText( text, pos + new int2(0,-1), Color.Black ); // renderer.DrawText(text, pos + new int2(0, 1), Color.Black); // renderer.DrawText(text, pos + new int2(1, 0), Color.Black); // renderer.DrawText(text, pos + new int2(-1, 0), Color.Black); // renderer.DrawText(text, pos , Color.White); //} } public SidebarItem GetItem(float2 point) { foreach (SidebarItem i in items) if (i.Clicked(point)) return i; return null; } SidebarItem mouseOverItem; void MouseHandler(MouseInput mi) { var point = mi.Location.ToFloat2(); var item = GetItem( point ); mouseOverItem = item; if( item == null ) return; string group = Rules.UnitCategory[item.Tag]; var producing = player.Producing(group); if( mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down ) { if (producing == null) { Game.controller.AddOrder( Order.StartProduction( player, item.Tag ) ); Game.PlaySound("abldgin1.aud", false); } else if (producing.Item == item.Tag) { if (producing.Done) Build(item); else Game.controller.AddOrder( Order.PauseProduction( player, item.Tag, false ) ); } else { Game.PlaySound("progres1.aud", false); } } else if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down) { if( producing == null ) return; if (item.Tag != producing.Item) return; if (producing.Paused || producing.Done) { Game.PlaySound("cancld1.aud", false); Game.controller.AddOrder( Order.CancelProduction( player, item.Tag ) ); } else { Game.PlaySound("onhold1.aud", false); Game.controller.AddOrder( Order.PauseProduction( player, item.Tag, true ) ); } } } } }