Files
OpenRA/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs

349 lines
12 KiB
C#

#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.Traits;
using OpenRA.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
public class WorldInteractionControllerWidget : Widget
{
public readonly HotkeyReference SelectAllKey = new HotkeyReference();
public readonly HotkeyReference SelectSameTypeKey = new HotkeyReference();
protected readonly World World;
readonly WorldRenderer worldRenderer;
readonly Color normalSelectionColor;
readonly Color altSelectionColor;
readonly Color ctrlSelectionColor;
int2 dragStart, mousePos;
bool isDragging = false;
bool IsValidDragbox => isDragging && (dragStart - mousePos).Length > Game.Settings.Game.SelectionDeadzone;
[ObjectCreator.UseCtor]
public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer)
{
World = world;
this.worldRenderer = worldRenderer;
if (!ChromeMetrics.TryGet("AltSelectionColor", out altSelectionColor))
altSelectionColor = Color.White;
if (!ChromeMetrics.TryGet("CtrlSelectionColor", out ctrlSelectionColor))
ctrlSelectionColor = Color.White;
if (!ChromeMetrics.TryGet("NormalSelectionColor", out normalSelectionColor))
normalSelectionColor = Color.White;
}
public override void Draw()
{
var modifiers = Game.GetModifierKeys();
IEnumerable<Actor> rollover;
if (IsValidDragbox)
{
var a = worldRenderer.Viewport.WorldToViewPx(dragStart);
var b = worldRenderer.Viewport.WorldToViewPx(mousePos);
var color = normalSelectionColor;
if (modifiers.HasFlag(Modifiers.Alt) && !modifiers.HasFlag(Modifiers.Ctrl))
color = altSelectionColor;
else if (modifiers.HasFlag(Modifiers.Ctrl) && !modifiers.HasFlag(Modifiers.Alt))
color = ctrlSelectionColor;
Game.Renderer.RgbaColorRenderer.DrawRect(a, b, 1, color);
// Render actors in the dragbox
rollover = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, modifiers);
}
else
{
// Render actors under the mouse pointer
rollover = SelectActorsInBoxWithDeadzone(World, mousePos, mousePos, modifiers);
}
worldRenderer.World.Selection.SetRollover(rollover);
}
public override bool HandleMouseInput(MouseInput mi)
{
mousePos = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
var multiClick = mi.MultiTapCount >= 2;
if (!(World.OrderGenerator is UnitOrderGenerator uog))
{
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
{
if (!TakeMouseFocus(mi))
return false;
dragStart = mousePos;
isDragging = true;
}
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{
if (useClassicMouseStyle && HasMouseFocus)
{
if (!IsValidDragbox && World.Selection.Actors.Any() && !multiClick && uog.InputOverridesSelection(World, mousePos, mi))
{
// Order units instead of selecting
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
}
if (multiClick)
{
var unit = World.ScreenMap.ActorsAtMouse(mousePos)
.WithHighestSelectionPriority(mousePos, mi.Modifiers);
// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
var viewer = World.RenderPlayer ?? World.LocalPlayer;
var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
if (unit != null && eligiblePlayers.Contains(unit.Owner))
{
var s = unit.TraitOrDefault<ISelectable>();
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 }, eligiblePlayers);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else
{
/* The block below does three things:
// 1. Allows actor selection using a selection box regardless of input mode.
// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
//
// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
// only by dragging an empty selection box.
*/
if (isDragging && (uog.ClearSelectionOnLeftClick || IsValidDragbox))
{
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
}
}
World.CancelInputMode();
isDragging = false;
YieldMouseFocus(mi);
}
if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Up)
{
// Don't do anything while selecting
if (!IsValidDragbox)
{
if (useClassicMouseStyle)
World.Selection.Clear();
ApplyOrders(World, mi);
}
}
return true;
}
void ApplyOrders(World world, MouseInput mi)
{
if (world.OrderGenerator == null)
return;
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
var worldPixel = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var orders = world.OrderGenerator.Order(world, cell, worldPixel, mi).ToArray();
world.PlayVoiceForOrders(orders);
var flashed = false;
foreach (var o in orders)
{
if (o == null)
continue;
if (!flashed && !o.SuppressVisualFeedback)
{
var visualTarget = o.VisualFeedbackTarget.Type != TargetType.Invalid ? o.VisualFeedbackTarget : o.Target;
foreach (var notifyOrderIssued in world.WorldActor.TraitsImplementing<INotifyOrderIssued>())
flashed = notifyOrderIssued.OrderIssued(world, visualTarget);
}
world.IssueOrder(o);
}
}
public override string GetCursor(int2 screenPos)
{
return Sync.RunUnsynced(World, () =>
{
// Always show an arrow while selecting
if (IsValidDragbox)
return null;
var cell = worldRenderer.Viewport.ViewToWorld(screenPos);
var worldPixel = worldRenderer.Viewport.ViewToWorldPx(screenPos);
var mi = new MouseInput
{
Location = screenPos,
Button = Game.Settings.Game.MouseButtonPreference.Action,
Modifiers = Game.GetModifierKeys()
};
return World.OrderGenerator.GetCursor(World, cell, worldPixel, mi);
});
}
public override bool HandleKeyPress(KeyInput e)
{
if (e.Event == KeyInputEvent.Down)
{
// Players to be included in the selection (the viewer or all players in "Disable shroud" / "All players" mode)
var viewer = World.RenderPlayer ?? World.LocalPlayer;
var isShroudDisabled = viewer == null || (World.RenderPlayer == null && World.LocalPlayer.Spectating);
var isEveryone = viewer != null && viewer.NonCombatant && viewer.Spectating;
var eligiblePlayers = isShroudDisabled || isEveryone ? World.Players : new[] { viewer };
if (SelectAllKey.IsActivatedBy(e) && !World.IsGameOver)
{
// Select actors on the screen which belong to the current player(s)
var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
// Check if selecting actors on the screen has selected new units
if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
TextNotificationsManager.AddFeedbackLine("Selected across screen");
else
{
// Select actors in the world that have highest selection priority
ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
TextNotificationsManager.AddFeedbackLine("Selected across map");
}
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
}
else if (SelectSameTypeKey.IsActivatedBy(e) && !World.IsGameOver)
{
if (!World.Selection.Actors.Any())
return false;
var ownedActors = World.Selection.Actors
.Where(x => !x.IsDead && eligiblePlayers.Contains(x.Owner))
.ToList();
if (!ownedActors.Any())
return false;
// Get all the selected actors' selection classes
var selectedClasses = ownedActors
.Select(a => a.Trait<ISelectable>().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, eligiblePlayers).ToList();
// Check if selecting actors on the screen has selected new units
if (newSelection.Count > World.Selection.Actors.Count())
TextNotificationsManager.AddFeedbackLine("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, eligiblePlayers).ToList();
TextNotificationsManager.AddFeedbackLine("Selected across map");
}
World.Selection.Combine(World, newSelection, true, false);
}
}
return false;
}
static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, IEnumerable<Player> players)
{
var actors = world.ScreenMap.ActorsInMouseBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight).Select(a => a.Actor);
return SelectActorsByOwnerAndSelectionClass(actors, players, selectionClasses);
}
static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, IEnumerable<Player> players)
{
return SelectActorsByOwnerAndSelectionClass(world.Actors.Where(a => a.IsInWorld), players, selectionClasses);
}
static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, IEnumerable<Player> owners, IEnumerable<string> selectionClasses)
{
return actors.Where(a =>
{
if (!owners.Contains(a.Owner))
return false;
var s = a.TraitOrDefault<ISelectable>();
// selectionClasses == null means that units, that meet all other criteria, get selected
return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class));
});
}
static IEnumerable<Actor> SelectHighestPriorityActorAtPoint(World world, int2 a, Modifiers modifiers)
{
var selected = world.ScreenMap.ActorsAtMouse(a)
.Where(x => x.Actor.Info.HasTraitInfo<ISelectableInfo>() && (x.Actor.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x.Actor)))
.WithHighestSelectionPriority(a, modifiers);
if (selected != null)
yield return selected;
}
static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b, Modifiers modifiers)
{
// 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;
if (a == b)
return SelectHighestPriorityActorAtPoint(world, a, modifiers);
return world.ScreenMap.ActorsInMouseBox(a, b)
.Select(x => x.Actor)
.Where(x => x.Info.HasTraitInfo<ISelectableInfo>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
.SubsetWithHighestSelectionPriority(modifiers);
}
}
}