Files
OpenRA/OpenRA.Game/Widgets/ViewportScrollControllerWidget.cs
Paul Chote 7c91d6976d Split keyboard and mouse focus.
Fixes #3304.
Fixes #2075.
Fixes C&C chat focus bug.
2013-07-27 21:02:52 +12:00

173 lines
6.7 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 OpenRA.GameRules;
using OpenRA.Graphics;
namespace OpenRA.Widgets
{
public class ViewportScrollControllerWidget : Widget
{
public int EdgeScrollThreshold = 15;
public int EdgeCornerScrollThreshold = 35;
ScrollDirection Keyboard;
ScrollDirection Edge;
public ViewportScrollControllerWidget() : base() { }
protected ViewportScrollControllerWidget(ViewportScrollControllerWidget widget)
: base(widget) { }
public override bool HandleMouseInput(MouseInput mi)
{
var scrolltype = Game.Settings.Game.MouseScroll;
if (scrolltype == MouseScrollType.Disabled)
return false;
if (mi.Event == MouseInputEvent.Move &&
(mi.Button == MouseButton.Middle || mi.Button == (MouseButton.Left | MouseButton.Right)))
{
var d = scrolltype == MouseScrollType.Inverted ? -1 : 1;
Game.viewport.Scroll((Viewport.LastMousePos - mi.Location) * d);
return true;
}
return false;
}
static readonly Dictionary<ScrollDirection, string> directions = new Dictionary<ScrollDirection, string>
{
{ ScrollDirection.Up | ScrollDirection.Left, "scroll-tl" },
{ ScrollDirection.Up | ScrollDirection.Right, "scroll-tr" },
{ ScrollDirection.Down | ScrollDirection.Left, "scroll-bl" },
{ ScrollDirection.Down | ScrollDirection.Right, "scroll-br" },
{ ScrollDirection.Up, "scroll-t" },
{ ScrollDirection.Down, "scroll-b" },
{ ScrollDirection.Left, "scroll-l" },
{ ScrollDirection.Right, "scroll-r" },
};
public static string GetScrollCursor(Widget w, ScrollDirection edge, int2 pos)
{
if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != w)
return null;
var blockedDirections = Game.viewport.GetBlockedDirections();
foreach (var dir in directions)
if (edge.Includes(dir.Key))
return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
return null;
}
public override string GetCursor(int2 pos) { return GetScrollCursor(this, Edge, pos); }
public override bool YieldKeyboardFocus()
{
Keyboard = ScrollDirection.None;
return base.YieldKeyboardFocus();
}
public override bool HandleKeyPress(KeyInput e)
{
switch (e.KeyName)
{
case "up": Keyboard = Keyboard.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
case "down": Keyboard = Keyboard.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
case "left": Keyboard = Keyboard.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
case "right": Keyboard = Keyboard.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
}
return false;
}
public override void Tick()
{
Edge = ScrollDirection.None;
if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
{
Edge = CheckForDirections();
}
Scroll();
}
ScrollDirection CheckForDirections()
{
// First let's check if the mouse is on the corners:
if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Right
{
return ScrollDirection.Right | ScrollDirection.Down;
}
else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeCornerScrollThreshold) //Bottom Left
{
return ScrollDirection.Down | ScrollDirection.Left;
}
else if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Right
{
return ScrollDirection.Right | ScrollDirection.Up;
}
else if (Viewport.LastMousePos.X < EdgeCornerScrollThreshold &&
Viewport.LastMousePos.Y < EdgeCornerScrollThreshold) //Top Left
{
return ScrollDirection.Left | ScrollDirection.Up;
}
//Check for corner ends here now let's check the edges:
// Check for edge-scroll
if (Viewport.LastMousePos.X < EdgeScrollThreshold)
return ScrollDirection.Left;
if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
return ScrollDirection.Up;
if (Viewport.LastMousePos.X >= Game.viewport.Width - EdgeScrollThreshold)
return ScrollDirection.Right;
if (Viewport.LastMousePos.Y >= Game.viewport.Height - EdgeScrollThreshold)
return ScrollDirection.Down;
//Check for edge-scroll ends here.If none of above then return none.
return ScrollDirection.None;
}
void Scroll()
{
if (Keyboard != ScrollDirection.None || Edge != ScrollDirection.None)
{
var scroll = new float2(0, 0);
if (Keyboard.Includes(ScrollDirection.Up) || Edge.Includes(ScrollDirection.Up))
scroll += new float2(0, -1);
if (Keyboard.Includes(ScrollDirection.Right) || Edge.Includes(ScrollDirection.Right))
scroll += new float2(1, 0);
if (Keyboard.Includes(ScrollDirection.Down) || Edge.Includes(ScrollDirection.Down))
scroll += new float2(0, 1);
if (Keyboard.Includes(ScrollDirection.Left) || Edge.Includes(ScrollDirection.Left))
scroll += new float2(-1, 0);
float length = Math.Max(1, scroll.Length);
scroll.X = (scroll.X / length) * Game.Settings.Game.ViewportEdgeScrollStep;
scroll.Y = (scroll.Y / length) * Game.Settings.Game.ViewportEdgeScrollStep;
Game.viewport.Scroll(scroll);
}
}
public override Widget Clone() { return new ViewportScrollControllerWidget(this); }
}
}