Files
OpenRA/OpenRa.Game/Sidebar.cs
Chris Forbes 34f56e1fb8 more chrome
2009-11-17 19:41:34 +13:00

245 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
using System.Linq;
namespace OpenRa.Game
{
class Sidebar
{
Player player;
SpriteRenderer spriteRenderer, clockRenderer;
Renderer renderer;
Sprite blank;
Animation ready;
Animation cantBuild;
public float Width { get { return spriteWidth * 2; } }
Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
const int spriteWidth = 64, spriteHeight = 48;
static string[] groups = new string[] { "Building", "Defense", "Vehicle", "Ship", "Infantry", "Plane" };
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
List<SidebarItem> items = new List<SidebarItem>();
public Sidebar( Renderer renderer, Player player )
{
//this.player = player;
//this.renderer = renderer;
//region = GRegion.Create(Game.viewport, DockStyle.Right, /*128*/0, Paint, MouseHandler);
//region.UseScissor = false;
//region.AlwaysWantMovement = true;
//Game.viewport.AddRegion( region );
//spriteRenderer = new SpriteRenderer(renderer, false);
//clockRenderer = new SpriteRenderer(renderer, true);
//for( int i = 0 ; i < groups.Length ; i++ )
// LoadSprites( groups[ i ] );
//foreach (string group in groups)
//{
// clockAnimations.Add( group, new Animation( "clock" ) );
// clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) );
//}
//blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
//ready = new Animation("pips");
//ready.PlayRepeating("ready");
//cantBuild = new Animation("clock");
//cantBuild.PlayFetchIndex("idle", () => 0);
}
const int NumClockFrames = 54;
Func<int> ClockAnimFrame( string group )
{
return () =>
{
var producing = player.Producing( group );
if( producing == null ) return 0;
return ( producing.TotalTime - producing.RemainingTime ) * NumClockFrames / producing.TotalTime;
};
}
public void Build( SidebarItem item )
{
if( item == null ) return;
if( item.IsStructure )
Game.controller.orderGenerator = new PlaceBuilding( player,
item.Tag.ToLowerInvariant() );
}
void LoadSprites( string group )
{
foreach( var u in Rules.Categories[ group ] )
{
var unit = Rules.UnitInfo[ u ];
if( unit.TechLevel != -1 )
sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) );
}
}
void DrawSprite(Sprite s, ref float2 p)
{
spriteRenderer.DrawSprite(s, p, 0);
p.Y += spriteHeight;
}
void Fill(float height, float2 p)
{
while (p.Y < height)
DrawSprite(blank, ref p);
}
int buildPos = 0;
int unitPos = 0;
void PopulateItemList()
{
buildPos = 0; unitPos = 0;
items.Clear();
foreach (var i in Rules.TechTree.BuildableItems(player, "Building"))
{
Sprite sprite;
if (!sprites.TryGetValue(i, out sprite)) continue;
items.Add(new SidebarItem(sprite, i, true, buildPos));
buildPos += spriteHeight;
}
foreach( var i in Rules.TechTree.BuildableItems( player, "Vehicle", "Infantry", "Ship", "Plane" ) )
{
Sprite sprite;
if( !sprites.TryGetValue( i, out sprite ) ) continue;
items.Add( new SidebarItem( sprite, i, false, unitPos ) );
unitPos += spriteHeight;
}
}
void Paint()
{
//PopulateItemList();
////foreach( var i in items ) /* draw the buttons */
//// i.Paint(spriteRenderer, region.Location);
//spriteRenderer.Flush();
//foreach( var i in items ) /* draw the status overlays */
//{
// var group = Rules.UnitCategory[ i.Tag ];
// var producing = player.Producing( group );
// if( producing != null && producing.Item == i.Tag )
// {
// clockAnimations[ group ].Tick();
// clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 );
// if (producing.Done)
// {
// ready.Play("ready");
// clockRenderer.DrawSprite(ready.Image, region.Location.ToFloat2() + i.location + new float2((64 - ready.Image.size.X) / 2, 2), 0);
// }
// else if (producing.Paused)
// {
// ready.Play("hold");
// clockRenderer.DrawSprite(ready.Image, region.Location.ToFloat2() + i.location + new float2((64 - ready.Image.size.X) / 2, 2), 0);
// }
// }
// else if (producing != null)
// clockRenderer.DrawSprite(cantBuild.Image, region.Location.ToFloat2() + i.location, 0);
//}
//Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y));
//Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X + spriteWidth, unitPos + region.Location.Y));
//spriteRenderer.Flush();
//clockRenderer.Flush();
//if (mouseOverItem != null)
//{
// /* draw the sidebar help for this item */
// /* todo: draw a solid background of the appropriate color */
// var ui = Rules.UnitInfo[mouseOverItem.Tag];
// var text = string.Format(ui.Cost > 0 ? "{0} ($ {1})" : "{0}", /* abilities! */
// ui.Description, ui.Cost);
// var size = renderer.MeasureText(text);
// var pos = region.Position + mouseOverItem.location.ToInt2() -new int2(size.X+ 10, 0);
// renderer.DrawText( text, pos + new int2(0,-1), Color.Black );
// renderer.DrawText(text, pos + new int2(0, 1), Color.Black);
// renderer.DrawText(text, pos + new int2(1, 0), Color.Black);
// renderer.DrawText(text, pos + new int2(-1, 0), Color.Black);
// renderer.DrawText(text, pos , Color.White);
//}
}
public SidebarItem GetItem(float2 point)
{
foreach (SidebarItem i in items)
if (i.Clicked(point))
return i;
return null;
}
SidebarItem mouseOverItem;
void MouseHandler(MouseInput mi)
{
var point = mi.Location.ToFloat2();
var item = GetItem( point );
mouseOverItem = item;
if( item == null )
return;
string group = Rules.UnitCategory[item.Tag];
var producing = player.Producing(group);
if( mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down )
{
if (producing == null)
{
Game.controller.AddOrder( Order.StartProduction( player, item.Tag ) );
Game.PlaySound("abldgin1.aud", false);
}
else if (producing.Item == item.Tag)
{
if (producing.Done)
Build(item);
else
Game.controller.AddOrder( Order.PauseProduction( player, item.Tag, false ) );
}
else
{
Game.PlaySound("progres1.aud", false);
}
}
else if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
{
if( producing == null ) return;
if (item.Tag != producing.Item) return;
if (producing.Paused || producing.Done)
{
Game.PlaySound("cancld1.aud", false);
Game.controller.AddOrder( Order.CancelProduction( player, item.Tag ) );
}
else
{
Game.PlaySound("onhold1.aud", false);
Game.controller.AddOrder( Order.PauseProduction( player, item.Tag, true ) );
}
}
}
}
}