using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using IjwFramework.Types; using System.Drawing; using OpenRa.Game.Traits; namespace OpenRa.Game { class Controller { public IOrderGenerator orderGenerator; void ApplyOrders(float2 xy, bool left) { var doVoice = true; if (orderGenerator != null) foreach (var order in orderGenerator.Order(xy.ToInt2(), left)) { order.Apply(doVoice); doVoice = false; } } float2 dragStart, dragEnd; public void HandleMouseInput(MouseInput mi) { var xy = Game.viewport.ViewToWorld(mi); if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down) { if (!(orderGenerator is PlaceBuilding)) dragStart = dragEnd = xy; ApplyOrders(xy, true); } if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move) dragEnd = xy; if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Up) { if (!(orderGenerator is PlaceBuilding)) { if (dragStart != xy) orderGenerator = new UnitOrderGenerator( Game.SelectUnitsInBox( Game.CellSize * dragStart, Game.CellSize * xy ) ); else orderGenerator = new UnitOrderGenerator( Game.SelectUnitOrBuilding( Game.CellSize * xy ) ); } dragStart = dragEnd = xy; } if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move) { /* update the cursor to reflect the thing under us - note this * needs to also happen when the *thing* changes, so per-frame hook */ dragStart = dragEnd = xy; } if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down) ApplyOrders(xy, false); } public Pair? SelectionBox { get { if (dragStart == dragEnd) return null; return Pair.New(Game.CellSize * dragStart, Game.CellSize * dragEnd); } } public Cursor ChooseCursor() { var uog = orderGenerator as UnitOrderGenerator; if (uog != null) uog.selection.RemoveAll(a => a.IsDead); if (uog != null && uog.selection.Count > 0 && uog.selection.Any(a => a.traits.Contains()) && uog.selection.All( a => a.Owner == Game.LocalPlayer )) { var umts = uog.selection.Select(a => a.traits.GetOrDefault()) .Where(m => m != null) .Select(m => m.GetMovementType()) .Distinct(); if (!umts.Any( umt => Game.IsCellBuildable( dragEnd.ToInt2(), umt ) )) return Cursor.MoveBlocked; return Cursor.Move; } if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any()) return Cursor.Select; return Cursor.Default; } } }