Files
OpenRA/OpenRa.Game/Controller.cs
2009-10-20 18:09:44 +13:00

91 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Drawing;
namespace OpenRa.Game
{
class Controller
{
Game game;
public IOrderGenerator orderGenerator;
public Controller(Game game)
{
this.game = game;
}
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;
if (orderGenerator != null)
foreach (var order in orderGenerator.Order(game, xy.ToInt2()))
order.Apply(game, 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 )
if( orderGenerator != null )
foreach( var order in orderGenerator.Order( game, xy.ToInt2() ) )
order.Apply( game, false );
}
public Pair<float2, float2>? 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.Count > 0 && uog.selection.Any(a => a.traits.Contains<Traits.Mobile>()))
return Cursor.Move;
if (game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
return Cursor.Select;
return Cursor.Default;
}
}
}