Files
OpenRA/OpenRA.Game/Widgets/WorldInteractionControllerWidget.cs
Paul Chote e5b863f926 Merge pull request #5698 from Mailaender/sonar
Added the sonar pulse to reveal sub marines
2014-07-09 10:44:47 +12:00

287 lines
7.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
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
{
static readonly Actor[] NoActors = { };
protected readonly World World;
readonly WorldRenderer worldRenderer;
int2 dragStart, dragEnd;
[ObjectCreator.UseCtor]
public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer)
{
this.World = world;
this.worldRenderer = worldRenderer;
}
public override void Draw()
{
var selbox = SelectionBox;
if (selbox == null)
{
foreach (var u in SelectActorsInBox(World, dragStart, dragStart, _ => true))
worldRenderer.DrawRollover(u);
return;
}
Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
foreach (var u in SelectActorsInBox(World, selbox.Value.First, selbox.Value.Second, _ => true))
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 = dragEnd = xy;
// place buildings
if (!useClassicMouseStyle || !World.Selection.Actors.Any())
ApplyOrders(World, xy, mi);
}
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move)
dragEnd = xy;
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{
if (useClassicMouseStyle && HasMouseFocus)
{
// order units around
if (!hasBox && World.Selection.Actors.Any() && !multiClick)
{
ApplyOrders(World, xy, mi);
YieldMouseFocus(mi);
return true;
}
}
if (World.OrderGenerator is UnitOrderGenerator)
{
if (multiClick)
{
var unit = World.ScreenMap.ActorsAt(xy)
.WithHighestSelectionPriority();
var newSelection2 = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner);
World.Selection.Combine(World, newSelection2, true, false);
}
else
{
var newSelection = SelectActorsInBox(World, dragStart, xy, _ => true);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
}
}
dragStart = dragEnd = xy;
YieldMouseFocus(mi);
}
if (mi.Button == MouseButton.None && mi.Event == MouseInputEvent.Move)
dragStart = dragEnd = xy;
if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Down)
{
if (useClassicMouseStyle)
World.Selection.Clear();
if (!hasBox) // don't issue orders while selecting
ApplyOrders(World, xy, mi);
}
return true;
}
public Pair<int2, int2>? SelectionBox
{
get
{
if (dragStart == dragEnd) return null;
return Pair.New(dragStart, dragEnd);
}
}
void ApplyOrders(World world, int2 xy, MouseInput mi)
{
if (world.OrderGenerator == null)
return;
var pos = worldRenderer.Position(xy);
var orders = world.OrderGenerator.Order(world, world.Map.CellContaining(pos), 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)
{
world.AddFrameEndTask(w => w.Add(new SpriteEffect(worldRenderer.Position(worldRenderer.Viewport.ViewToWorldPx(mi.Location)), 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 xy = worldRenderer.Viewport.ViewToWorldPx(screenPos);
var pos = worldRenderer.Position(xy);
var cell = World.Map.CellContaining(pos);
var mi = new MouseInput
{
Location = screenPos,
Button = Game.mouseButtonPreference.Action,
Modifiers = Game.GetModifierKeys()
};
return World.OrderGenerator.GetCursor(World, cell, mi);
});
}
public override bool HandleKeyPress(KeyInput e)
{
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)
{
var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
a => a.Owner == World.RenderPlayer);
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
}
else if (key == Game.Settings.Keys.SelectUnitsByTypeKey)
{
var selectedTypes = World.Selection.Actors
.Where(x => x.Owner == World.RenderPlayer)
.Select(a => a.Info);
Func<Actor, bool> cond = a => a.Owner == World.RenderPlayer && selectedTypes.Contains(a.Info);
var tl = worldRenderer.Viewport.TopLeft;
var br = worldRenderer.Viewport.BottomRight;
var newSelection = SelectActorsInBox(World, tl, br, cond);
if (newSelection.Count() > selectedTypes.Count())
Game.Debug("Selected across screen");
else
{
newSelection = World.ActorMap.ActorsInWorld().Where(cond);
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> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
{
return world.ScreenMap.ActorsInBox(a, b)
.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && !world.FogObscures(x) && cond(x))
.GroupBy(x => x.GetSelectionPriority())
.OrderByDescending(g => g.Key)
.Select(g => g.AsEnumerable())
.DefaultIfEmpty(NoActors)
.FirstOrDefault();
}
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;
}
}
static class PriorityExts
{
const int PriorityRange = 30;
public static int GetSelectionPriority(this Actor a)
{
var basePriority = a.Info.Traits.Get<SelectableInfo>().Priority;
var lp = a.World.LocalPlayer;
if (a.Owner == lp || lp == null)
return basePriority;
switch (lp.Stances[a.Owner])
{
case Stance.Ally: return basePriority - PriorityRange;
case Stance.Neutral: return basePriority - 2 * PriorityRange;
case Stance.Enemy: return basePriority - 3 * PriorityRange;
default:
throw new InvalidOperationException();
}
}
}
}