Use the covariant return type feature of C# 9 to allow method overrides to be more specific about their return type. By exposing this information, e.g. for Widget.Clone(), callers will have more information. This allows various casts to be removed as the information is now available within the type system.
81 lines
1.9 KiB
C#
81 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Primitives;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets
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{
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public class ColorBlockWidget : Widget
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{
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public Color Color { get; set; }
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public Func<Color> GetColor;
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public Action<MouseInput> OnMouseDown = _ => { };
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public Action<MouseInput> OnMouseUp = _ => { };
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public string ClickSound = null;
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readonly Ruleset modRules;
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[ObjectCreator.UseCtor]
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public ColorBlockWidget(ModData modData)
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{
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modRules = modData.DefaultRules;
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GetColor = () => Color;
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}
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protected ColorBlockWidget(ColorBlockWidget widget)
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: base(widget)
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{
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modRules = widget.modRules;
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GetColor = widget.GetColor;
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ClickSound = widget.ClickSound;
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}
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public override ColorBlockWidget Clone()
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{
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return new ColorBlockWidget(this);
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}
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public override void Draw()
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{
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WidgetUtils.FillRectWithColor(RenderBounds, GetColor());
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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if (mi.Button != MouseButton.Left)
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return false;
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if (mi.Event == MouseInputEvent.Down && !TakeMouseFocus(mi))
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return false;
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if (HasMouseFocus && mi.Event == MouseInputEvent.Up)
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{
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// Only fire the onMouseUp event if we successfully lost focus, and were pressed
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OnMouseUp(mi);
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return YieldMouseFocus(mi);
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}
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if (mi.Event == MouseInputEvent.Down)
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{
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// OnMouseDown returns false if the button shouldn't be pressed
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OnMouseDown(mi);
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Game.Sound.PlayNotification(modRules, null, "Sounds", ClickSound, null);
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}
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return false;
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}
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}
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}
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