Files
OpenRA/OpenRA.Mods.Common/Widgets/Logic/Ingame/Hotkeys/SelectAllUnitsHotkeyLogic.cs
2023-08-20 20:41:27 +02:00

73 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Lint;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
{
[ChromeLogicArgsHotkeys("SelectAllUnitsKey")]
public class SelectAllUnitsHotkeyLogic : SingleHotkeyBaseLogic
{
readonly World world;
readonly WorldRenderer worldRenderer;
readonly ISelection selection;
public readonly string ClickSound = ChromeMetrics.Get<string>("ClickSound");
[TranslationReference("units")]
const string SelectedUnitsAcrossScreen = "selected-units-across-screen";
[TranslationReference("units")]
const string SelectedUnitsAcrossMap = "selected-units-across-map";
[ObjectCreator.UseCtor]
public SelectAllUnitsHotkeyLogic(Widget widget, ModData modData, WorldRenderer worldRenderer, World world, Dictionary<string, MiniYaml> logicArgs)
: base(widget, modData, "SelectAllUnitsKey", "WORLD_KEYHANDLER", logicArgs)
{
this.world = world;
this.worldRenderer = worldRenderer;
selection = world.Selection;
}
protected override bool OnHotkeyActivated(KeyInput e)
{
if (world.IsGameOver)
return false;
var eligiblePlayers = SelectionUtils.GetPlayersToIncludeInSelection(world);
// Select actors on the screen which belong to the current player(s)
var newSelection = SelectionUtils.SelectActorsOnScreen(world, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
// Check if selecting actors on the screen has selected new units
if (newSelection.Count > selection.Actors.Count)
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossScreen, Translation.Arguments("units", newSelection.Count));
else
{
// Select actors in the world that have highest selection priority
newSelection = SelectionUtils.SelectActorsInWorld(world, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossMap, Translation.Arguments("units", newSelection.Count));
}
selection.Combine(world, newSelection, false, false);
Game.Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Sounds", ClickSound, null);
return true;
}
}
}