Files
OpenRA/OpenRA.Mods.Common/EditorBrushes/EditorDefaultBrush.cs
2019-06-08 13:19:57 +02:00

113 lines
3.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Widgets
{
public interface IEditorBrush : IDisposable
{
bool HandleMouseInput(MouseInput mi);
void Tick();
}
public sealed class EditorDefaultBrush : IEditorBrush
{
public readonly ActorInfo Actor;
readonly WorldRenderer worldRenderer;
readonly World world;
readonly EditorViewportControllerWidget editorWidget;
readonly EditorActorLayer editorLayer;
readonly Dictionary<int, ResourceType> resources;
public EditorActorPreview SelectedActor;
int2 worldPixel;
public EditorDefaultBrush(EditorViewportControllerWidget editorWidget, WorldRenderer wr)
{
this.editorWidget = editorWidget;
worldRenderer = wr;
world = wr.World;
editorLayer = world.WorldActor.Trait<EditorActorLayer>();
resources = world.WorldActor.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
}
long CalculateActorSelectionPriority(EditorActorPreview actor)
{
var centerPixel = new int2(actor.Bounds.X, actor.Bounds.Y);
var pixelDistance = (centerPixel - worldPixel).Length;
// If 2+ actors have the same pixel position, then the highest appears on top.
var worldZPosition = actor.CenterPosition.Z;
// Sort by pixel distance then in world z position.
return ((long)pixelDistance << 32) + worldZPosition;
}
public bool HandleMouseInput(MouseInput mi)
{
// Exclusively uses mouse wheel and both mouse buttons, but nothing else
// Mouse move events are important for tooltips, so we always allow these through
if ((mi.Button != MouseButton.Left && mi.Button != MouseButton.Right
&& mi.Event != MouseInputEvent.Move && mi.Event != MouseInputEvent.Scroll) ||
mi.Event == MouseInputEvent.Down)
return false;
worldPixel = worldRenderer.Viewport.ViewToWorldPx(mi.Location);
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
var underCursor = editorLayer.PreviewsAt(worldPixel).MinByOrDefault(CalculateActorSelectionPriority);
var mapResources = world.Map.Resources;
ResourceType type;
if (underCursor != null)
editorWidget.SetTooltip(underCursor.Tooltip);
else if (mapResources.Contains(cell) && resources.TryGetValue(mapResources[cell].Type, out type))
editorWidget.SetTooltip(type.Info.Type);
else
editorWidget.SetTooltip(null);
// Finished with mouse move events, so let them bubble up the widget tree
if (mi.Event == MouseInputEvent.Move)
return false;
if (mi.Button == MouseButton.Left)
{
editorWidget.SetTooltip(null);
SelectedActor = underCursor;
}
if (mi.Button == MouseButton.Right)
{
editorWidget.SetTooltip(null);
if (underCursor != null && underCursor != SelectedActor)
editorLayer.Remove(underCursor);
if (mapResources.Contains(cell) && mapResources[cell].Type != 0)
mapResources[cell] = default(ResourceTile);
}
return true;
}
public void Tick() { }
public void Dispose() { }
}
}