Files
OpenRA/OpenRA.Mods.Common/Widgets/ViewportControllerWidget.cs

219 lines
6.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Linq;
using OpenRA.Graphics;
using OpenRA.Orders;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
public enum WorldTooltipType { None, Unexplored, Actor, FrozenActor }
public class ViewportControllerWidget : Widget
{
public readonly string TooltipTemplate = "WORLD_TOOLTIP";
public readonly string TooltipContainer;
Lazy<TooltipContainerWidget> tooltipContainer;
public WorldTooltipType TooltipType { get; private set; }
public ITooltip ActorTooltip { get; private set; }
public IProvideTooltipInfo[] ActorTooltipExtra { get; private set; }
public FrozenActor FrozenActorTooltip { get; private set; }
public int EdgeScrollThreshold = 15;
public int EdgeCornerScrollThreshold = 35;
static readonly Dictionary<ScrollDirection, string> ScrollCursors = 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" },
};
static readonly Dictionary<ScrollDirection, float2> ScrollOffsets = new Dictionary<ScrollDirection, float2>
{
{ ScrollDirection.Up, new float2(0, -1) },
{ ScrollDirection.Down, new float2(0, 1) },
{ ScrollDirection.Left, new float2(-1, 0) },
{ ScrollDirection.Right, new float2(1, 0) },
};
ScrollDirection keyboardDirections;
ScrollDirection edgeDirections;
World world;
WorldRenderer worldRenderer;
[ObjectCreator.UseCtor]
public ViewportControllerWidget(World world, WorldRenderer worldRenderer)
{
this.world = world;
this.worldRenderer = worldRenderer;
tooltipContainer = Exts.Lazy(() =>
Ui.Root.Get<TooltipContainerWidget>(TooltipContainer));
}
public override void MouseEntered()
{
if (TooltipContainer == null)
return;
tooltipContainer.Value.SetTooltip(TooltipTemplate,
new WidgetArgs() { { "world", world }, { "viewport", this } });
}
public override void MouseExited()
{
if (TooltipContainer == null)
return;
tooltipContainer.Value.RemoveTooltip();
}
public override void Draw()
{
UpdateMouseover();
base.Draw();
}
public void UpdateMouseover()
{
TooltipType = WorldTooltipType.None;
ActorTooltipExtra = null;
var cell = worldRenderer.Viewport.ViewToWorld(Viewport.LastMousePos);
if (!world.Map.Contains(cell))
return;
if (world.ShroudObscures(cell))
{
TooltipType = WorldTooltipType.Unexplored;
return;
}
var underCursor = world.ScreenMap.ActorsAt(worldRenderer.Viewport.ViewToWorldPx(Viewport.LastMousePos))
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITooltipInfo>())
.WithHighestSelectionPriority();
if (underCursor != null)
{
ActorTooltip = underCursor.TraitsImplementing<ITooltip>().First();
ActorTooltipExtra = underCursor.TraitsImplementing<IProvideTooltipInfo>().ToArray();
TooltipType = WorldTooltipType.Actor;
return;
}
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, worldRenderer.Viewport.ViewToWorldPx(Viewport.LastMousePos))
.Where(a => a.TooltipInfo != null && a.IsValid)
.WithHighestSelectionPriority();
if (frozen != null)
{
FrozenActorTooltip = frozen;
if (frozen.Actor != null)
ActorTooltipExtra = frozen.Actor.TraitsImplementing<IProvideTooltipInfo>().ToArray();
TooltipType = WorldTooltipType.FrozenActor;
}
}
public override string GetCursor(int2 pos)
{
if (!Game.Settings.Game.ViewportEdgeScroll || Ui.MouseOverWidget != this)
return null;
var blockedDirections = worldRenderer.Viewport.GetBlockedDirections();
foreach (var dir in ScrollCursors)
if (edgeDirections.Includes(dir.Key))
return dir.Value + (blockedDirections.Includes(dir.Key) ? "-blocked" : "");
return null;
}
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;
worldRenderer.Viewport.Scroll((Viewport.LastMousePos - mi.Location) * d, false);
return true;
}
return false;
}
public override bool YieldKeyboardFocus()
{
keyboardDirections = ScrollDirection.None;
return base.YieldKeyboardFocus();
}
public override bool HandleKeyPress(KeyInput e)
{
switch (e.Key)
{
case Keycode.UP: keyboardDirections = keyboardDirections.Set(ScrollDirection.Up, e.Event == KeyInputEvent.Down); return true;
case Keycode.DOWN: keyboardDirections = keyboardDirections.Set(ScrollDirection.Down, e.Event == KeyInputEvent.Down); return true;
case Keycode.LEFT: keyboardDirections = keyboardDirections.Set(ScrollDirection.Left, e.Event == KeyInputEvent.Down); return true;
case Keycode.RIGHT: keyboardDirections = keyboardDirections.Set(ScrollDirection.Right, e.Event == KeyInputEvent.Down); return true;
}
return false;
}
public override void Tick()
{
edgeDirections = ScrollDirection.None;
if (Game.Settings.Game.ViewportEdgeScroll && Game.HasInputFocus)
edgeDirections = CheckForDirections();
if (keyboardDirections != ScrollDirection.None || edgeDirections != ScrollDirection.None)
{
var scroll = float2.Zero;
foreach (var kv in ScrollOffsets)
if (keyboardDirections.Includes(kv.Key) || edgeDirections.Includes(kv.Key))
scroll += kv.Value;
var length = Math.Max(1, scroll.Length);
scroll *= (1f / length) * Game.Settings.Game.ViewportEdgeScrollStep;
worldRenderer.Viewport.Scroll(scroll, false);
}
}
ScrollDirection CheckForDirections()
{
var directions = ScrollDirection.None;
if (Viewport.LastMousePos.X < EdgeScrollThreshold)
directions |= ScrollDirection.Left;
if (Viewport.LastMousePos.Y < EdgeScrollThreshold)
directions |= ScrollDirection.Up;
if (Viewport.LastMousePos.X >= Game.Renderer.Resolution.Width - EdgeScrollThreshold)
directions |= ScrollDirection.Right;
if (Viewport.LastMousePos.Y >= Game.Renderer.Resolution.Height - EdgeScrollThreshold)
directions |= ScrollDirection.Down;
return directions;
}
}
}