Files
OpenRA/OpenRa.Game/Sidebar.cs

214 lines
6.0 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
{
using GRegion = OpenRa.Game.Graphics.Region;
class Sidebar
{
Player player;
SpriteRenderer spriteRenderer, clockRenderer;
Sprite blank;
Animation ready;
Animation cantBuild;
readonly GRegion region;
public GRegion Region { get { return region; } }
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", "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;
region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
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)
{
player.ProductionInit( group );
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());
else
Game.controller.AddOrder(Order.BuildUnit(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)
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();
}
public SidebarItem GetItem(float2 point)
{
foreach (SidebarItem i in items)
if (i.Clicked(point))
return i;
return null;
}
static bool IsAutoCompleting(string group)
{
return group != "Building";
}
void MouseHandler(MouseInput mi)
{
var point = mi.Location.ToFloat2();
var item = GetItem( point );
if( item == null )
return;
if( mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down )
{
string group = Rules.UnitCategory[ item.Tag ];
var producing = player.Producing(group);
if (producing == null)
{
var ui = Rules.UnitInfo[item.Tag];
var time = ui.Cost
* .8f /* Game.BuildSpeed */ /* todo: country-specific build speed bonus */
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
Action complete = null;
if (IsAutoCompleting(group)) complete = () => Build(item);
player.BeginProduction(group,
new ProductionItem(item.Tag, (int)time, ui.Cost, complete));
}
else if (producing.Item == item.Tag && producing.Done)
{
Build(item);
}
}
else if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
{
player.CancelProduction(Rules.UnitCategory[item.Tag]);
}
}
}
}