93 lines
2.6 KiB
C#
93 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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using IjwFramework.Types;
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using System.Drawing;
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namespace OpenRa.Game
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{
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class Controller
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{
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public IOrderGenerator orderGenerator;
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float2 dragStart, dragEnd;
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public void HandleMouseInput(MouseInput mi)
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{
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var xy = Game.viewport.ViewToWorld(mi);
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
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{
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if (!(orderGenerator is PlaceBuilding))
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dragStart = dragEnd = xy;
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if (orderGenerator != null)
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foreach (var order in orderGenerator.Order(xy.ToInt2(), true))
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order.Apply();
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}
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
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dragEnd = xy;
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if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Up)
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{
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if (!(orderGenerator is PlaceBuilding))
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{
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if (dragStart != xy)
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orderGenerator = new UnitOrderGenerator(
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Game.SelectUnitsInBox( Game.CellSize * dragStart, Game.CellSize * xy ) );
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else
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orderGenerator = new UnitOrderGenerator(
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Game.SelectUnitOrBuilding( Game.CellSize * xy ) );
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}
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dragStart = dragEnd = xy;
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}
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if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
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{
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/* update the cursor to reflect the thing under us - note this
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* needs to also happen when the *thing* changes, so per-frame hook */
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dragStart = dragEnd = xy;
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}
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if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
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if( orderGenerator != null )
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foreach( var order in orderGenerator.Order( xy.ToInt2(), false ) )
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order.Apply();
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}
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public Pair<float2, float2>? SelectionBox
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{
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get
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{
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if (dragStart == dragEnd) return null;
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return Pair.New(Game.CellSize * dragStart, Game.CellSize * dragEnd);
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}
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}
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public Cursor ChooseCursor()
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{
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var uog = orderGenerator as UnitOrderGenerator;
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if (uog != null)
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uog.selection.RemoveAll(a => a.IsDead);
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if (uog != null && uog.selection.Count > 0
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&& uog.selection.Any(a => a.traits.Contains<Traits.Mobile>())
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&& uog.selection.All( a => a.Owner == Game.LocalPlayer ))
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{
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if (!Game.IsCellBuildable(dragEnd.ToInt2(), UnitMovementType.Wheel))
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return Cursor.MoveBlocked; /* todo: handle non-wheel movement behavior */
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return Cursor.Move;
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}
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if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
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return Cursor.Select;
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return Cursor.Default;
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}
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}
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}
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