267 lines
7.5 KiB
C#
267 lines
7.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2013 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 COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Widgets
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{
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public class WorldInteractionControllerWidget : Widget
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{
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static readonly Actor[] NoActors = { };
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protected readonly World World;
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readonly WorldRenderer worldRenderer;
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int2 dragStart, dragEnd;
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[ObjectCreator.UseCtor]
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public WorldInteractionControllerWidget(World world, WorldRenderer worldRenderer)
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{
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this.World = world;
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this.worldRenderer = worldRenderer;
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}
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public override void Draw()
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{
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var selbox = SelectionBox;
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if (selbox == null)
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{
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foreach (var u in SelectActorsInBox(World, dragStart, dragStart, _ => true))
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worldRenderer.DrawRollover(u);
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return;
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}
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Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
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foreach (var u in SelectActorsInBox(World, selbox.Value.First, selbox.Value.Second, _ => true))
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worldRenderer.DrawRollover(u);
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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var xy = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
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var useClassicMouseStyle = Game.Settings.Game.UseClassicMouseStyle;
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var hasBox = SelectionBox != null;
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var multiClick = mi.MultiTapCount >= 2;
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
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{
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if (!TakeMouseFocus(mi))
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return false;
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dragStart = dragEnd = xy;
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// place buildings
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if (!useClassicMouseStyle || !World.Selection.Actors.Any())
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ApplyOrders(World, xy, mi);
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}
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Move)
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dragEnd = xy;
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if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
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{
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if (useClassicMouseStyle && HasMouseFocus)
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{
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// order units around
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if (!hasBox && World.Selection.Actors.Any() && !multiClick)
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{
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ApplyOrders(World, xy, mi);
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YieldMouseFocus(mi);
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return true;
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}
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}
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if (World.OrderGenerator is UnitOrderGenerator)
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{
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if (multiClick)
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{
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var unit = World.ScreenMap.ActorsAt(xy)
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.OrderByDescending(a => a.Info.SelectionPriority())
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.FirstOrDefault();
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var newSelection2 = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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a => unit != null && a.Info.Name == unit.Info.Name && a.Owner == unit.Owner);
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World.Selection.Combine(World, newSelection2, true, false);
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}
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else
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{
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var newSelection = SelectActorsInBox(World, dragStart, xy, _ => true);
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World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
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}
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}
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dragStart = dragEnd = xy;
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YieldMouseFocus(mi);
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}
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if (mi.Button == MouseButton.None && mi.Event == MouseInputEvent.Move)
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dragStart = dragEnd = xy;
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if (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Down)
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{
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if (useClassicMouseStyle)
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World.Selection.Clear();
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if (!hasBox) // don't issue orders while selecting
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ApplyOrders(World, xy, mi);
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}
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return true;
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}
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public Pair<int2, int2>? SelectionBox
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{
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get
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{
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if (dragStart == dragEnd) return null;
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return Pair.New(dragStart, dragEnd);
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}
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}
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void ApplyOrders(World world, int2 xy, MouseInput mi)
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{
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if (world.OrderGenerator == null)
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return;
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var pos = worldRenderer.Position(xy);
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var orders = world.OrderGenerator.Order(world, pos.ToCPos(), mi).ToArray();
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world.PlayVoiceForOrders(orders);
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var flashed = false;
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foreach (var order in orders)
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{
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var o = order;
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if (o == null)
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continue;
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if (!flashed)
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{
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if (o.TargetActor != null)
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{
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world.AddFrameEndTask(w => w.Add(new FlashTarget(o.TargetActor)));
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flashed = true;
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}
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else if (o.Subject != world.LocalPlayer.PlayerActor && o.TargetLocation != CPos.Zero) // TODO: this filters building placement, but also suppport powers :(
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{
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world.AddFrameEndTask(w => w.Add(new MoveFlash(worldRenderer.Position(worldRenderer.Viewport.ViewToWorldPx(mi.Location)), world)));
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flashed = true;
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}
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}
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world.IssueOrder(o);
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}
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}
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public override string GetCursor(int2 screenPos)
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{
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return Sync.CheckSyncUnchanged(World, () =>
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{
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// Always show an arrow while selecting
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if (SelectionBox != null)
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return null;
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var xy = worldRenderer.Viewport.ViewToWorldPx(screenPos);
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var pos = worldRenderer.Position(xy);
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var cell = pos.ToCPos();
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var mi = new MouseInput
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{
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Location = screenPos,
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Button = Game.mouseButtonPreference.Action,
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Modifiers = Game.GetModifierKeys()
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};
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return World.OrderGenerator.GetCursor(World, cell, mi);
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});
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}
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public override bool HandleKeyPress(KeyInput e)
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{
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if (e.Event == KeyInputEvent.Down)
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{
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if (Hotkey.FromKeyInput(e) == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
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World.SetPauseState(!World.Paused);
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else if (Hotkey.FromKeyInput(e) == Game.Settings.Keys.SelectAllUnitsKey)
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{
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var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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a => a.Owner == World.RenderPlayer);
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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}
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else if (Hotkey.FromKeyInput(e) == Game.Settings.Keys.SelectUnitsByTypeKey)
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{
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var selectedTypes = World.Selection.Actors.Where(
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x => x.Owner == World.RenderPlayer).Select(a => a.Info);
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Func<Actor, bool> cond = a => a.Owner == World.RenderPlayer && selectedTypes.Contains(a.Info);
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IEnumerable<Actor> newSelection = SelectActorsInBox(
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World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight, cond);
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if (newSelection.Count() > selectedTypes.Count())
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Game.Debug("Selected across screen");
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else
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{
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newSelection = World.ActorMap.ActorsInBox(
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World.Map.Bounds.TopLeftAsCPos().TopLeft,
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World.Map.Bounds.BottomRightAsCPos().BottomRight).Where(cond);
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Game.Debug("Selected across map");
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}
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World.Selection.Combine(World, newSelection, true, false);
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}
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}
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return false;
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}
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IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
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{
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return world.ScreenMap.ActorsInBox(a, b)
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.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && !world.FogObscures(x) && cond(x))
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.GroupBy(x => x.GetSelectionPriority())
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.OrderByDescending(g => g.Key)
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.Select(g => g.AsEnumerable())
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.DefaultIfEmpty(NoActors)
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.FirstOrDefault();
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}
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}
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static class PriorityExts
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{
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const int PriorityRange = 30;
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public static int GetSelectionPriority(this Actor a)
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{
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var basePriority = a.Info.Traits.Get<SelectableInfo>().Priority;
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var lp = a.World.LocalPlayer;
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if (a.Owner == lp || lp == null)
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return basePriority;
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switch (lp.Stances[a.Owner])
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{
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case Stance.Ally: return basePriority - PriorityRange;
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case Stance.Neutral: return basePriority - 2 * PriorityRange;
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case Stance.Enemy: return basePriority - 3 * PriorityRange;
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default:
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throw new InvalidOperationException();
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}
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}
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}
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} |