Files
OpenRA/OpenRa.Game/Sidebar.cs
2009-10-20 23:55:57 +13:00

177 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
using OpenRa.TechTree;
using System.Linq;
namespace OpenRa.Game
{
using GRegion = OpenRa.Game.Graphics.Region;
class Sidebar
{
TechTree.TechTree techTree;
SpriteRenderer spriteRenderer, clockRenderer;
Sprite blank;
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", "boat", "infantry", "plane" };
Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
Dictionary<string, SidebarItem> selectedItems = new Dictionary<string,SidebarItem>(); //group->selectedItem
List<SidebarItem> items = new List<SidebarItem>();
public Sidebar( Renderer renderer )
{
this.techTree = Game.LocalPlayer.TechTree;
this.techTree.BuildableItemsChanged += PopulateItemList;
region = GRegion.Create(Game.viewport, DockStyle.Right, 128, Paint, MouseHandler);
Game.viewport.AddRegion( region );
spriteRenderer = new SpriteRenderer(renderer, false);
clockRenderer = new SpriteRenderer(renderer, true);
LoadSprites( "BuildingTypes", "building" );
LoadSprites( "VehicleTypes", "vehicle" );
LoadSprites( "InfantryTypes", "infantry" );
LoadSprites( "ShipTypes", "boat" );
LoadSprites( "PlaneTypes", "plane" );
foreach (string s in groups)
{
clockAnimations.Add(s, new Animation("clock"));
clockAnimations[s].PlayRepeating("idle");
selectedItems.Add(s, null);
}
blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
}
public void Build(SidebarItem item)
{
if (item != null)
Game.controller.orderGenerator = new PlaceBuilding(Game.LocalPlayer,
item.techTreeItem.tag.ToLowerInvariant());
}
void LoadSprites( string category, string group )
{
foreach( var u in Rules.AllRules.GetSection( category ) )
{
var unit = Rules.UnitInfo[ u.Key ];
if( unit.TechLevel != -1 )
sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) );
itemGroups.Add( unit.Name, group );
}
}
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 (Item i in techTree.BuildableItems)
{
Sprite sprite;
if (!sprites.TryGetValue(i.tag, out sprite)) continue;
items.Add(new SidebarItem(sprite, i, i.IsStructure ? buildPos : unitPos));
if (i.IsStructure)
buildPos += spriteHeight;
else
unitPos += spriteHeight;
}
foreach (string g in groups) selectedItems[g] = null;
}
void Paint()
{
foreach (SidebarItem i in items)
i.Paint(spriteRenderer, region.Location);
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();
foreach (var kvp in selectedItems)
{
if (kvp.Value != null)
{
clockRenderer.DrawSprite(clockAnimations[kvp.Key].Image, region.Location.ToFloat2() + kvp.Value.location, 0);
clockAnimations[kvp.Key].Tick(1);
}
}
clockRenderer.Flush();
}
public SidebarItem GetItem(float2 point)
{
foreach (SidebarItem i in items)
if (i.Clicked(point))
return i;
return null;
}
void MouseHandler(MouseInput mi)
{
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
{
var point = mi.Location.ToFloat2();
var item = GetItem(point);
if (item != null)
{
string group = itemGroups[item.techTreeItem.tag];
if (selectedItems[group] == null)
{
selectedItems[group] = item;
Build(item);
}
}
}
else if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
{
var point = mi.Location.ToFloat2();
var item = GetItem(point);
if( item != null )
{
string group = itemGroups[ item.techTreeItem.tag ];
selectedItems[ group ] = null;
}
}
}
}
}