Files
OpenRA/OpenRA.Game/Widgets/WorldInteractionControllerWidget.cs
Joppy Furr 07273fa666 Add support for Tiberian Sun style right-click-and-drag scrolling
This patch introduces support for the right-click-and-drag scrolling that
is available in Tiberian Sun and Red Alert 2. It can be enabled by
selecting "Joystick" scrolling in the Input settings.

The speed of the scroll is proportional to the product of the distance of
the drag, and the Scroll Speed selected in the Input settings menu.

A side-effect of this is that events previously tied to right clicks on
the world are now based on the release of the click rather than the press.

The "Middle-Mouse Scrolling:" option is renamed
to "Mouse Scrolling Method:"
2015-10-04 16:22:55 +13:00

322 lines
9.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Widgets
{
public class WorldInteractionControllerWidget : Widget
{
protected readonly World World;
readonly WorldRenderer worldRenderer;
int2? dragStart, dragEnd;
int2 lastMousePosition;
[ObjectCreator.UseCtor]
public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer)
{
this.World = world;
this.worldRenderer = worldRenderer;
}
public override void Draw()
{
if (!IsDragging)
{
// Render actors under the mouse pointer
foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition))
worldRenderer.DrawRollover(u);
return;
}
// Render actors in the dragbox
var selbox = SelectionBox;
Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second))
worldRenderer.DrawRollover(u);
}
public override bool HandleMouseInput(MouseInput mi)
{
var xy = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
var hasBox = SelectionBox != null;
var multiClick = mi.MultiTapCount >= 2;
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
{
if (!TakeMouseFocus(mi))
return false;
dragStart = xy;
// Place buildings, use support powers, and other non-unit things
if (!(World.OrderGenerator is UnitOrderGenerator))
{
ApplyOrders(World, mi);
dragStart = dragEnd = null;
YieldMouseFocus(mi);
lastMousePosition = xy;
return true;
}
}
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move && dragStart.HasValue)
dragEnd = xy;
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{
if (World.OrderGenerator is UnitOrderGenerator)
{
if (useClassicMouseStyle && HasMouseFocus)
{
if (!hasBox && World.Selection.Actors.Any() && !multiClick)
{
if (!(World.ScreenMap.ActorsAt(xy).Where(x => x.Info.HasTraitInfo<SelectableInfo>() &&
(x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x))).Any() && !mi.Modifiers.HasModifier(Modifiers.Ctrl) &&
!mi.Modifiers.HasModifier(Modifiers.Alt) && UnitOrderGenerator.InputOverridesSelection(World, xy, mi)))
{
// Order units instead of selecting
ApplyOrders(World, mi);
dragStart = dragEnd = null;
YieldMouseFocus(mi);
lastMousePosition = xy;
return true;
}
}
}
if (multiClick)
{
var unit = World.ScreenMap.ActorsAt(xy)
.WithHighestSelectionPriority();
if (unit != null && unit.Owner == (World.RenderPlayer ?? World.LocalPlayer))
{
var s = unit.TraitOrDefault<Selectable>();
if (s != null)
{
// Select actors on the screen that have the same selection class as the actor under the mouse cursor
var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, unit.Owner);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else if (dragStart.HasValue)
{
// Select actors in the dragbox
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart.Value, xy);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
}
}
dragStart = dragEnd = null;
YieldMouseFocus(mi);
}
if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Up)
{
// Don't do anything while selecting
if (!hasBox)
{
if (useClassicMouseStyle)
World.Selection.Clear();
ApplyOrders(World, mi);
}
}
lastMousePosition = xy;
return true;
}
bool IsDragging
{
get
{
return dragStart.HasValue && dragEnd.HasValue && (dragStart.Value - dragEnd.Value).Length > Game.Settings.Game.SelectionDeadzone;
}
}
public Pair<int2, int2>? SelectionBox
{
get
{
if (!IsDragging) return null;
return Pair.New(dragStart.Value, dragEnd.Value);
}
}
void ApplyOrders(World world, MouseInput mi)
{
if (world.OrderGenerator == null)
return;
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
var orders = world.OrderGenerator.Order(world, cell, mi).ToArray();
world.PlayVoiceForOrders(orders);
var flashed = false;
foreach (var order in orders)
{
var o = order;
if (o == null)
continue;
if (!flashed && !o.SuppressVisualFeedback)
{
if (o.TargetActor != null)
{
world.AddFrameEndTask(w => w.Add(new FlashTarget(o.TargetActor)));
flashed = true;
}
else if (o.TargetLocation != CPos.Zero)
{
var pos = world.Map.CenterOfCell(cell);
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, world, "moveflsh", "moveflash")));
flashed = true;
}
}
world.IssueOrder(o);
}
}
public override string GetCursor(int2 screenPos)
{
return Sync.CheckSyncUnchanged(World, () =>
{
// Always show an arrow while selecting
if (SelectionBox != null)
return null;
var cell = worldRenderer.Viewport.ViewToWorld(screenPos);
var mi = new MouseInput
{
Location = screenPos,
Button = Game.Settings.Game.MouseButtonPreference.Action,
Modifiers = Game.GetModifierKeys()
};
return World.OrderGenerator.GetCursor(World, cell, mi);
});
}
public override bool HandleKeyPress(KeyInput e)
{
var player = World.RenderPlayer ?? World.LocalPlayer;
if (e.Event == KeyInputEvent.Down)
{
var key = Hotkey.FromKeyInput(e);
if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
World.SetPauseState(!World.Paused);
else if (key == Game.Settings.Keys.SelectAllUnitsKey && !World.IsGameOver)
{
// Select actors on the screen which belong to the current player
var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player).SubsetWithHighestSelectionPriority();
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
}
else if (key == Game.Settings.Keys.SelectUnitsByTypeKey && !World.IsGameOver)
{
// Get all the selected actors' selection classes
var selectedClasses = World.Selection.Actors
.Where(x => x.Owner == player)
.Select(a => a.Trait<Selectable>().Class)
.ToHashSet();
// Select actors on the screen that have the same selection class as one of the already selected actors
var newSelection = SelectActorsOnScreen(World, worldRenderer, selectedClasses, player).ToList();
// Check if selecting actors on the screen has selected new units
if (newSelection.Count() > World.Selection.Actors.Count())
Game.Debug("Selected across screen");
else
{
// Select actors in the world that have the same selection class as one of the already selected actors
newSelection = SelectActorsInWorld(World, selectedClasses, player).ToList();
Game.Debug("Selected across map");
}
World.Selection.Combine(World, newSelection, true, false);
}
else if (key == Game.Settings.Keys.ToggleStatusBarsKey)
return ToggleStatusBars();
else if (key == Game.Settings.Keys.TogglePixelDoubleKey)
return TogglePixelDouble();
}
return false;
}
static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, Player player)
{
return SelectActorsByOwnerAndSelectionClass(world.ScreenMap.ActorsInBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight), player, selectionClasses);
}
static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player)
{
return SelectActorsByOwnerAndSelectionClass(world.ActorMap.ActorsInWorld(), player, selectionClasses);
}
static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, Player owner, IEnumerable<string> selectionClasses)
{
return actors.Where(a =>
{
if (a.Owner != owner)
return false;
var s = a.TraitOrDefault<Selectable>();
// selectionClasses == null means that units, that meet all other criteria, get selected
return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class));
});
}
static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b)
{
// For dragboxes that are too small, shrink the dragbox to a single point (point b)
if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone)
a = b;
return world.ScreenMap.ActorsInBox(a, b)
.Where(x => x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
.SubsetWithHighestSelectionPriority();
}
bool ToggleStatusBars()
{
Game.Settings.Game.AlwaysShowStatusBars ^= true;
return true;
}
bool TogglePixelDouble()
{
Game.Settings.Graphics.PixelDouble ^= true;
worldRenderer.Viewport.Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
return true;
}
}
}