Files
OpenRA/OpenRA.Game/Widgets/WorldInteractionControllerWidget.cs

367 lines
11 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Orders;
using OpenRA.Traits;
namespace OpenRA.Widgets
{
public class WorldInteractionControllerWidget : Widget
{
protected readonly World World;
readonly WorldRenderer worldRenderer;
int2 dragStart, mousePos;
bool isDragging = false;
bool IsValidDragbox
{
get
{
return isDragging && (dragStart - mousePos).Length > Game.Settings.Game.SelectionDeadzone;
}
}
[ObjectCreator.UseCtor]
public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer)
{
World = world;
this.worldRenderer = worldRenderer;
}
void DrawRollover(Actor unit)
{
// TODO: Integrate this with SelectionDecorations to unhardcode the *Renderable
if (unit.Info.HasTraitInfo<SelectableInfo>())
new SelectionBarsRenderable(unit, true, true).Render(worldRenderer);
}
public override void Draw()
{
if (IsValidDragbox)
{
// Render actors in the dragbox
Game.Renderer.WorldRgbaColorRenderer.DrawRect(dragStart, mousePos,
1 / worldRenderer.Viewport.Zoom, Color.White);
foreach (var u in SelectActorsInBoxWithDeadzone(World, dragStart, mousePos))
DrawRollover(u);
}
else
{
// Render actors under the mouse pointer
foreach (var u in SelectActorsInBoxWithDeadzone(World, mousePos, mousePos))
DrawRollover(u);
}
}
public override bool HandleMouseInput(MouseInput mi)
{
mousePos = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
var multiClick = mi.MultiTapCount >= 2;
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
{
if (!TakeMouseFocus(mi))
return false;
dragStart = mousePos;
isDragging = true;
// Place buildings, use support powers, and other non-unit things
if (!(World.OrderGenerator is UnitOrderGenerator))
{
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
}
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{
if (World.OrderGenerator is UnitOrderGenerator)
{
if (useClassicMouseStyle && HasMouseFocus)
{
if (!IsValidDragbox && World.Selection.Actors.Any() && !multiClick)
{
if (!(World.ScreenMap.ActorsAt(mousePos).Any(x => x.Info.HasTraitInfo<SelectableInfo>() &&
(x.Owner.IsAlliedWith(World.RenderPlayer) || !World.FogObscures(x))) && !mi.Modifiers.HasModifier(Modifiers.Ctrl) &&
!mi.Modifiers.HasModifier(Modifiers.Alt) && UnitOrderGenerator.InputOverridesSelection(World, mousePos, mi)))
{
// Order units instead of selecting
ApplyOrders(World, mi);
isDragging = false;
YieldMouseFocus(mi);
return true;
}
}
}
if (multiClick)
{
var unit = World.ScreenMap.ActorsAt(mousePos)
.WithHighestSelectionPriority(mousePos);
if (unit != null && unit.Owner == (World.RenderPlayer ?? World.LocalPlayer))
{
var s = unit.TraitOrDefault<Selectable>();
if (s != null)
{
// Select actors on the screen that have the same selection class as the actor under the mouse cursor
var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, unit.Owner);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else
{
/* The block below does three things:
// 1. Allows actor selection using a selection box regardless of input mode.
// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
//
// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
// only by dragging an empty selection box.
*/
if (isDragging && (!(World.OrderGenerator is GenericSelectTarget) || IsValidDragbox))
{
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
}
}
World.CancelInputMode();
}
isDragging = false;
YieldMouseFocus(mi);
}
if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Up)
{
// Don't do anything while selecting
if (!IsValidDragbox)
{
if (useClassicMouseStyle)
World.Selection.Clear();
ApplyOrders(World, mi);
}
}
return true;
}
void ApplyOrders(World world, MouseInput mi)
{
if (world.OrderGenerator == null)
return;
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
var worldPixel = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var orders = world.OrderGenerator.Order(world, cell, worldPixel, mi).ToArray();
world.PlayVoiceForOrders(orders);
var flashed = false;
foreach (var order in orders)
{
var o = order;
if (o == null)
continue;
if (!flashed && !o.SuppressVisualFeedback)
{
if (o.TargetActor != null)
{
world.AddFrameEndTask(w => w.Add(new FlashTarget(o.TargetActor)));
flashed = true;
}
else if (o.TargetLocation != CPos.Zero)
{
var pos = world.Map.CenterOfCell(cell);
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, world, "moveflsh", "idle", "moveflash", true)));
flashed = true;
}
}
world.IssueOrder(o);
}
}
public override string GetCursor(int2 screenPos)
{
return Sync.CheckSyncUnchanged(World, () =>
{
// Always show an arrow while selecting
if (IsValidDragbox)
return null;
var cell = worldRenderer.Viewport.ViewToWorld(screenPos);
var worldPixel = worldRenderer.Viewport.ViewToWorldPx(screenPos);
var mi = new MouseInput
{
Location = screenPos,
Button = Game.Settings.Game.MouseButtonPreference.Action,
Modifiers = Game.GetModifierKeys()
};
return World.OrderGenerator.GetCursor(World, cell, worldPixel, mi);
});
}
public override bool HandleKeyPress(KeyInput e)
{
var player = World.RenderPlayer ?? World.LocalPlayer;
if (e.Event == KeyInputEvent.Down)
{
var key = Hotkey.FromKeyInput(e);
if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
World.SetPauseState(!World.Paused);
else if (key == Game.Settings.Keys.SelectAllUnitsKey && !World.IsGameOver)
{
// Select actors on the screen which belong to the current player
var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player).SubsetWithHighestSelectionPriority().ToList();
// Check if selecting actors on the screen has selected new units
if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
Game.Debug("Selected across screen");
else
{
// Select actors in the world that have highest selection priority
ownUnitsOnScreen = SelectActorsInWorld(World, null, player).SubsetWithHighestSelectionPriority().ToList();
Game.Debug("Selected across map");
}
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
}
else if (key == Game.Settings.Keys.SelectUnitsByTypeKey && !World.IsGameOver)
{
if (!World.Selection.Actors.Any())
return false;
// Get all the selected actors' selection classes
var selectedClasses = World.Selection.Actors
.Where(x => !x.IsDead && x.Owner == player)
.Select(a => a.Trait<Selectable>().Class)
.ToHashSet();
// Select actors on the screen that have the same selection class as one of the already selected actors
var newSelection = SelectActorsOnScreen(World, worldRenderer, selectedClasses, player).ToList();
// Check if selecting actors on the screen has selected new units
if (newSelection.Count > World.Selection.Actors.Count())
Game.Debug("Selected across screen");
else
{
// Select actors in the world that have the same selection class as one of the already selected actors
newSelection = SelectActorsInWorld(World, selectedClasses, player).ToList();
Game.Debug("Selected across map");
}
World.Selection.Combine(World, newSelection, true, false);
}
else if (key == Game.Settings.Keys.CycleStatusBarsKey)
return CycleStatusBars();
else if (key == Game.Settings.Keys.TogglePixelDoubleKey)
return TogglePixelDouble();
else if (key == Game.Settings.Keys.ToggleMuteKey)
return ToggleMute();
}
return false;
}
static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, Player player)
{
return SelectActorsByOwnerAndSelectionClass(world.ScreenMap.ActorsInBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight), player, selectionClasses);
}
static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player)
{
return SelectActorsByOwnerAndSelectionClass(world.Actors.Where(a => a.IsInWorld), player, selectionClasses);
}
static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, Player owner, IEnumerable<string> selectionClasses)
{
return actors.Where(a =>
{
if (a.Owner != owner)
return false;
var s = a.TraitOrDefault<Selectable>();
// selectionClasses == null means that units, that meet all other criteria, get selected
return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class));
});
}
static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b)
{
// For dragboxes that are too small, shrink the dragbox to a single point (point b)
if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone)
a = b;
return world.ScreenMap.ActorsInBox(a, b)
.Where(x => x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
.SubsetWithHighestSelectionPriority();
}
bool CycleStatusBars()
{
if (Game.Settings.Game.StatusBars == StatusBarsType.Standard)
Game.Settings.Game.StatusBars = StatusBarsType.DamageShow;
else if (Game.Settings.Game.StatusBars == StatusBarsType.DamageShow)
Game.Settings.Game.StatusBars = StatusBarsType.AlwaysShow;
else if (Game.Settings.Game.StatusBars == StatusBarsType.AlwaysShow)
Game.Settings.Game.StatusBars = StatusBarsType.Standard;
return true;
}
bool TogglePixelDouble()
{
Game.Settings.Graphics.PixelDouble ^= true;
worldRenderer.Viewport.Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
return true;
}
bool ToggleMute()
{
Game.Settings.Sound.Mute ^= true;
if (Game.Settings.Sound.Mute)
{
Game.Sound.MuteAudio();
Game.Debug("Audio muted");
}
else
{
Game.Sound.UnmuteAudio();
Game.Debug("Audio unmuted");
}
return true;
}
}
}