#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.Lint; using OpenRA.Traits; using OpenRA.Widgets; namespace OpenRA.Mods.Common.Widgets.Logic.Ingame { [ChromeLogicArgsHotkeys("SelectAllUnitsKey")] public class SelectAllUnitsHotkeyLogic : SingleHotkeyBaseLogic { readonly World world; readonly WorldRenderer worldRenderer; readonly ISelection selection; public readonly string ClickSound = ChromeMetrics.Get("ClickSound"); [ObjectCreator.UseCtor] public SelectAllUnitsHotkeyLogic(Widget widget, ModData modData, WorldRenderer worldRenderer, World world, Dictionary logicArgs) : base(widget, modData, "SelectAllUnitsKey", "WORLD_KEYHANDLER", logicArgs) { this.world = world; this.worldRenderer = worldRenderer; selection = world.Selection; } protected override bool OnHotkeyActivated(KeyInput e) { if (world.IsGameOver) return false; var eligiblePlayers = SelectionUtils.GetPlayersToIncludeInSelection(world); // Select actors on the screen which belong to the current player(s) var newSelection = SelectionUtils.SelectActorsOnScreen(world, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList(); // Check if selecting actors on the screen has selected new units if (newSelection.Count > selection.Actors.Count()) { if (newSelection.Count > 1) TextNotificationsManager.AddFeedbackLine($"Selected {newSelection.Count} units across screen."); else TextNotificationsManager.AddFeedbackLine("Selected one unit across screen."); } else { // Select actors in the world that have highest selection priority newSelection = SelectionUtils.SelectActorsInWorld(world, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList(); if (newSelection.Count > 1) TextNotificationsManager.AddFeedbackLine($"Selected {newSelection.Count} units across map."); else TextNotificationsManager.AddFeedbackLine("Selected one unit across map."); } selection.Combine(world, newSelection, false, false); Game.Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Sounds", ClickSound, null); return true; } } }