80 lines
2.5 KiB
C#
Executable File
80 lines
2.5 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using OpenRA.Mods.RA.Orders;
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using OpenRA.Traits;
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// TODO: Migrate these to be real widgets, and kill all the weird infrastructure that's holding these up.
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namespace OpenRA.Mods.RA
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{
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class PowerDownButtonInfo : TraitInfo<PowerDownButton> { }
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class PowerDownButton : IChromeButton
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{
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public string Image { get { return "power"; } }
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public bool Enabled { get { return true; } }
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public bool Pressed { get { return Game.controller.orderGenerator is PowerDownOrderGenerator; } }
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public void OnClick() { Game.controller.ToggleInputMode<PowerDownOrderGenerator>(); }
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public string Description { get { return "Powerdown"; } }
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public string LongDesc { get { return "Disable unneeded structures so their \npower can be used elsewhere"; } }
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}
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class SellButtonInfo : TraitInfo<SellButton> { }
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class SellButton : IChromeButton
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{
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public string Image { get { return "sell"; } }
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public bool Enabled { get { return true; } }
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public bool Pressed { get { return Game.controller.orderGenerator is SellOrderGenerator; } }
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public void OnClick() { Game.controller.ToggleInputMode<SellOrderGenerator>(); }
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public string Description { get { return "Sell"; } }
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public string LongDesc { get { return "Sell buildings, reclaiming a \nproportion of their build cost"; } }
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}
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class RepairButtonInfo : ITraitInfo
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{
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public readonly bool RequiresConstructionYard = true;
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public object Create(ActorInitializer init) { return new RepairButton(); }
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}
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class RepairButton : IChromeButton
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{
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public RepairButton() { }
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public string Image { get { return "repair"; } }
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public bool Enabled
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{
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get
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{
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// WTF: why are these buttons even traits?
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return RepairOrderGenerator.PlayerIsAllowedToRepair( Game.world );
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}
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}
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public bool Pressed { get { return Game.controller.orderGenerator is RepairOrderGenerator; } }
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public void OnClick() { Game.controller.ToggleInputMode<RepairOrderGenerator>(); }
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public string Description { get { return "Repair"; } }
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public string LongDesc
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{
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get
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{
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var s = "Repair damaged buildings";
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return Enabled ? s : s + "\n\nRequires: Construction Yard";
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}
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}
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}
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}
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