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OpenRA/OpenRA.Mods.Common/Orders/OrderGenerator.cs
let5sne.win10 9cf6ebb986
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

62 lines
2.7 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Orders;
namespace OpenRA.Mods.Common.Orders
{
public abstract class OrderGenerator : IOrderGenerator
{
protected abstract MouseActionType ActionType { get; }
readonly GameSettings gameSettings;
protected OrderGenerator(World world)
{
gameSettings = Game.Settings.Game;
if (gameSettings.MouseControlStyle == MouseControlStyle.Classic)
world.Selection.Clear();
}
public MouseButton ActionButton => gameSettings.ResolveActionButton(ActionType);
public MouseButton CancelButton => gameSettings.ResolveCancelButton(ActionType);
public virtual IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (mi.Button == ActionButton && mi.Event == MouseInputEvent.Down)
return OrderInner(world, cell, worldPixel, mi);
if (mi.Button == CancelButton && mi.Event == MouseInputEvent.Up)
world.CancelInputMode();
return [];
}
void IOrderGenerator.Tick(World world) { Tick(world); }
IEnumerable<IRenderable> IOrderGenerator.Render(WorldRenderer wr, World world) { return Render(wr, world); }
IEnumerable<IRenderable> IOrderGenerator.RenderAboveShroud(WorldRenderer wr, World world) { return RenderAboveShroud(wr, world); }
IEnumerable<IRenderable> IOrderGenerator.RenderAnnotations(WorldRenderer wr, World world) { return RenderAnnotations(wr, world); }
string IOrderGenerator.GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return GetCursor(world, cell, worldPixel, mi); }
void IOrderGenerator.Deactivate() { }
bool IOrderGenerator.HandleKeyPress(KeyInput e) { return false; }
void IOrderGenerator.SelectionChanged(World world, IEnumerable<Actor> selected) { SelectionChanged(world, selected); }
protected virtual void Tick(World world) { }
protected abstract IEnumerable<IRenderable> Render(WorldRenderer wr, World world);
protected abstract IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world);
protected abstract IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world);
protected abstract string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi);
protected abstract IEnumerable<Order> OrderInner(World world, CPos cell, int2 worldPixel, MouseInput mi);
protected virtual void SelectionChanged(World world, IEnumerable<Actor> selected) { }
}
}