Files
OpenRA/OpenRa.Game/Sidebar.cs

173 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using OpenRa.TechTree;
using BluntDirectX.Direct3D;
using OpenRa.FileFormats;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
namespace OpenRa.Game
{
class Sidebar
{
TechTree.TechTree techTree;
SpriteRenderer spriteRenderer, clockRenderer;
Sprite blank;
Game game;
readonly Region region;
Animation clockAnimation = new Animation("clock");
public Region Region { get { return region; } }
public float Width { get { return spriteWidth * 2; } }
Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
const int spriteWidth = 64, spriteHeight = 48;
List<SidebarItem> items = new List<SidebarItem>();
public Sidebar( Race race, Renderer renderer, Game game )
{
this.techTree = game.techTree;
this.game = game;
region = Region.Create(game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
game.viewport.AddRegion( region );
techTree.CurrentRace = race;
techTree.Build("FACT", true);
spriteRenderer = new SpriteRenderer(renderer, false);
clockRenderer = new SpriteRenderer(renderer, true);
LoadSprites("buildings.txt");
LoadSprites("units.txt");
blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
clockAnimation.PlayRepeating("idle");
}
public void Build(SidebarItem item)
{
if (item != null)
game.world.orderGenerator = new PlaceBuilding( 1, item.techTreeItem.tag.ToLowerInvariant() );
}
void LoadSprites(string filename)
{
foreach (string line in Util.ReadAllLines(FileSystem.Open(filename)))
{
string key = line.Substring(0, line.IndexOf(','));
sprites.Add(key, SpriteSheetBuilder.LoadSprite(key + "icon.shp"));
}
}
void DrawSprite(Sprite s, ref float2 p)
{
spriteRenderer.DrawSprite(s, p, 0);
p.Y += spriteHeight;
}
void Fill(float height, float2 p)
{
while (p.Y < height)
DrawSprite(blank, ref p);
}
void PopulateItemList()
{
int buildPos = 0, unitPos = 0;
items.Clear();
foreach (Item i in techTree.BuildableItems)
{
Sprite sprite;
if (!sprites.TryGetValue(i.tag, out sprite)) continue;
items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos));
if (i.IsStructure)
buildPos += spriteHeight;
else
unitPos += spriteHeight;
}
}
void Paint()
{
PopulateItemList(); // todo: do this less often, just when things actually change!
foreach (SidebarItem i in items)
i.Paint(spriteRenderer, region.Location);
spriteRenderer.Flush(); //todo: fix filling
clockRenderer.DrawSprite( clockAnimation.Images[0], region.Location, 0 );
clockAnimation.Tick(1);
clockRenderer.Flush();
}
public SidebarItem GetItem(float2 point)
{
foreach (SidebarItem i in items)
if (i.Clicked(point))
return i;
return null;
}
void MouseHandler(object sender, MouseEventArgs e)
{
float2 point = new float2(e.Location);
Build(GetItem(point));
}
}
class PlaceBuilding : IOrderGenerator
{
int palette;
string buildingName;
public PlaceBuilding( int palette, string buildingName )
{
this.palette = palette;
this.buildingName = buildingName;
}
public IOrder Order( int2 xy )
{
// todo: check that space is free
return new PlaceBuildingOrder( this, xy );
}
class PlaceBuildingOrder : IOrder
{
PlaceBuilding building;
int2 xy;
public PlaceBuildingOrder( PlaceBuilding building, int2 xy )
{
this.building = building;
this.xy = xy;
}
public void Apply( Game game )
{
game.world.AddFrameEndTask( delegate
{
Provider<Building, int2, int> newBuilding;
if( game.buildingCreation.TryGetValue( building.buildingName, out newBuilding ) )
{
game.world.Add( newBuilding( xy, building.palette ) );
game.techTree.Build( building.buildingName );
}
game.world.orderGenerator = null;
} );
}
}
}
}