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 { TechTree.TechTree techTree; 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", "boat", "infantry", "plane" }; Dictionary itemGroups = new Dictionary(); //item->group Dictionary clockAnimations = new Dictionary(); //group->clockAnimation Dictionary selectedItems = new Dictionary(); //group->selectedItem List items = new List(); public Sidebar( Renderer renderer ) { this.techTree = Game.LocalPlayer.TechTree; this.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", "boat" ); LoadSprites( "PlaneTypes", "plane" ); foreach (string s in groups) { clockAnimations.Add(s, new Animation("clock")); clockAnimations[s].PlayRepeating("idle"); selectedItems.Add(s, null); } blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16); } public void Build(SidebarItem item) { if (item != null) Game.controller.orderGenerator = new PlaceBuilding(Game.LocalPlayer, 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 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) selectedItems[g] = null; } void Paint() { foreach (SidebarItem i in items) 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(); foreach (var kvp in selectedItems) { if (kvp.Value != null) { clockRenderer.DrawSprite(clockAnimations[kvp.Key].Image, region.Location.ToFloat2() + kvp.Value.location, 0); clockAnimations[kvp.Key].Tick(1); } } 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 (selectedItems[group] == null) { selectedItems[group] = item; 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 ]; selectedItems[ group ] = null; } } } } }