468 lines
11 KiB
JavaScript
468 lines
11 KiB
JavaScript
const SDL_BUTTON_LEFT = 1;
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const SDL_BUTTON_MIDDLE = 2;
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const SDL_BUTTON_RIGHT = 3;
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// TODO: these constants should be defined somewhere else instead, in
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// case any other code wants to use them too
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var INPUT_NORMAL = 0;
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var INPUT_SELECTING = 1;
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var INPUT_BANDBOXING = 2;
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var INPUT_BUILDING_PLACEMENT = 3;
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var INPUT_BUILDING_CLICK = 4;
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var INPUT_BUILDING_DRAG = 5;
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var inputState = INPUT_NORMAL;
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var defaultPlacementAngle = Math.PI;
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var placementAngle;
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var placementPosition;
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var placementEntity;
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var mouseX = 0;
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var mouseY = 0;
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function updateCursor()
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{
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if (inputState == INPUT_NORMAL)
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{
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var action = determineAction(mouseX, mouseY);
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if (action)
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{
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if (action.cursor)
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{
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Engine.SetCursor(action.cursor);
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return;
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}
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}
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}
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Engine.SetCursor("arrow-default");
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}
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function findGatherType(gatherer, supply)
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{
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if (!gatherer || !supply)
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return;
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if (gatherer[supply.type.generic+"."+supply.type.specific])
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return supply.type.specific;
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if (gatherer[supply.type.generic])
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return supply.type.generic;
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}
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/**
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* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
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*/
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function determineAction(x, y)
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{
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var selection = g_Selection.toList();
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// No action if there's no selection
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if (!selection.length)
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return;
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// If the selection doesn't exist, no action
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
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if (!entState)
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return;
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// If the selection isn't friendly units, no action
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var player = Engine.GetPlayerID();
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if (entState.player != player && !g_DevSettings.controlAll)
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return;
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var targets = Engine.PickEntitiesAtPoint(x, y);
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// If there's no unit, just walk
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if (!targets.length)
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return {"type": "move"};
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// Look at the first targeted entity
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// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
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// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
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var targetState = Engine.GuiInterfaceCall("GetEntityState", targets[0]);
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// Different owner -> attack
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if (entState.attack && targetState.player != entState.player)
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return {"type": "attack", "cursor": "action-attack", "target": targets[0]};
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// Resource -> gather
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var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
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if (resource)
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return {"type": "gather", "cursor": "action-gather-"+resource, "target": targets[0]};
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// If a builder, then: Foundation -> build
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if (entState.buildEntities && targetState.foundation)
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return {"type": "build", "cursor": "action-build", "target": targets[0]};
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// TODO: need more actions
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// If we don't do anything more specific, just walk
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return {"type": "move"};
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}
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/*
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Selection methods: (not all currently implemented)
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- Left-click on entity to select (always chooses the 'closest' one if the mouse is over several).
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Includes non-controllable units (e.g. trees, enemy units).
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- Double-left-click to select entity plus all of the same type on the screen.
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- Triple-left-click to select entity plus all of the same type in the world.
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- Left-click-and-drag to select all in region. Only includes controllable units.
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- Left-click on empty space to deselect all.
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- Hotkeys to select various groups.
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- Shift plus left-click on entity to toggle selection of that unit. Only includes controllable.
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- Shift plus any other selection method above, to add them to current selection.
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*/
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// TODO: it'd probably be nice to have a better state-machine system
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var dragStart; // used for remembering mouse coordinates at start of drag operations
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function tryPlaceBuilding()
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{
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var selection = g_Selection.toList();
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// Use the preview to check it's a valid build location
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var ok = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
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"template": placementEntity,
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"x": placementPosition.x,
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"z": placementPosition.z,
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"angle": placementAngle
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});
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if (!ok)
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{
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// invalid location - don't build it
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return false;
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}
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// Remove the preview
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
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// Start the construction
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Engine.PostNetworkCommand({
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"type": "construct",
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"template": placementEntity,
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"x": placementPosition.x,
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"z": placementPosition.z,
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"angle": placementAngle,
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"entities": selection
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});
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return true;
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}
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function handleInputBeforeGui(ev)
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{
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// Capture mouse position so we can use it for displaying cursors
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switch (ev.type)
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{
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case "mousebuttonup":
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case "mousebuttondown":
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case "mousemotion":
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mouseX = ev.x;
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mouseY = ev.y;
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break;
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}
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// State-machine processing:
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//
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// (This is for states which should override the normal GUI processing - events will
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// be processed here before being passed on, and propagation will stop if this function
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// returns true)
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switch (inputState)
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{
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case INPUT_BANDBOXING:
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switch (ev.type)
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{
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case "mousemotion":
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var x0 = dragStart[0];
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var y0 = dragStart[1];
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var x1 = ev.x;
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var y1 = ev.y;
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if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
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if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
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var bandbox = getGUIObjectByName("bandbox");
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bandbox.size = [x0, y0, x1, y1].join(" ");
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bandbox.hidden = false;
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var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
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g_Selection.setHighlightList(ents);
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return false;
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case "mousebuttonup":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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var x0 = dragStart[0];
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var y0 = dragStart[1];
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var x1 = ev.x;
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var y1 = ev.y;
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if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
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if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
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var bandbox = getGUIObjectByName("bandbox");
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bandbox.hidden = true;
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var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
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g_Selection.setHighlightList([]);
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g_Selection.reset();
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g_Selection.addList(ents);
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inputState = INPUT_NORMAL;
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return true;
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}
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else if (ev.button == SDL_BUTTON_RIGHT)
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{
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// Cancel selection
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var bandbox = getGUIObjectByName("bandbox");
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bandbox.hidden = true;
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g_Selection.setHighlightList([]);
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inputState = INPUT_NORMAL;
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return true;
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}
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break;
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}
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break;
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case INPUT_BUILDING_CLICK:
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switch (ev.type)
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{
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case "mousemotion":
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// If the mouse moved far enough from the original click location,
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// then switch to drag-orientatio mode
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var dragDeltaX = ev.x - dragStart[0];
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var dragDeltaY = ev.y - dragStart[1];
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var maxDragDelta = 16;
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if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
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{
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inputState = INPUT_BUILDING_DRAG;
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return false;
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}
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break;
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case "mousebuttonup":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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if (tryPlaceBuilding())
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inputState = INPUT_NORMAL;
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else
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inputState = INPUT_BUILDING_PLACEMENT;
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return true;
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}
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break;
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case "mousebuttondown":
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if (ev.button == SDL_BUTTON_RIGHT)
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{
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// Cancel building
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
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inputState = INPUT_NORMAL;
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return true;
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}
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break;
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}
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break;
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case INPUT_BUILDING_DRAG:
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switch (ev.type)
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{
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case "mousemotion":
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var dragDeltaX = ev.x - dragStart[0];
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var dragDeltaY = ev.y - dragStart[1];
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var maxDragDelta = 16;
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if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
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{
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// Rotate in the direction of the mouse
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var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
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placementAngle = Math.atan2(target.x - placementPosition.x, target.z - placementPosition.z);
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}
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else
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{
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// If the mouse is near the center, snap back to the default orientation
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placementAngle = defaultPlacementAngle;
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}
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
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"template": placementEntity,
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"x": placementPosition.x,
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"z": placementPosition.z,
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"angle": placementAngle
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});
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break;
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case "mousebuttonup":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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if (tryPlaceBuilding())
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inputState = INPUT_NORMAL;
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else
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inputState = INPUT_BUILDING_PLACEMENT;
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return true;
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}
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break;
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case "mousebuttondown":
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if (ev.button == SDL_BUTTON_RIGHT)
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{
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// Cancel building
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
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inputState = INPUT_NORMAL;
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return true;
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}
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break;
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}
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break;
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}
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return false;
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}
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function handleInputAfterGui(ev)
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{
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// State-machine processing:
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switch (inputState)
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{
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case INPUT_NORMAL:
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switch (ev.type)
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{
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case "mousemotion":
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var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
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g_Selection.setHighlightList(ents);
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return false;
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case "mousebuttondown":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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dragStart = [ ev.x, ev.y ];
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inputState = INPUT_SELECTING;
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return true;
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}
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else if (ev.button == SDL_BUTTON_RIGHT)
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{
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var action = determineAction(ev.x, ev.y);
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if (!action)
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break;
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var selection = g_Selection.toList();
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switch (action.type)
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{
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case "move":
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var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
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Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z});
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return true;
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case "attack":
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Engine.PostNetworkCommand({"type": "attack", "entities": selection, "target": action.target});
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return true;
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case "build": // (same command as repair)
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case "repair":
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Engine.PostNetworkCommand({"type": "repair", "entities": selection, "target": action.target});
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return true;
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case "gather":
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Engine.PostNetworkCommand({"type": "gather", "entities": selection, "target": action.target});
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return true;
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default:
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throw new Error("Invalid action.type "+action.type);
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}
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}
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break;
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}
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break;
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case INPUT_SELECTING:
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switch (ev.type)
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{
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case "mousemotion":
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// If the mouse moved further than a limit, switch to bandbox mode
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var dragDeltaX = ev.x - dragStart[0];
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var dragDeltaY = ev.y - dragStart[1];
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var maxDragDelta = 4;
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if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
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{
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inputState = INPUT_BANDBOXING;
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return false;
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}
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var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
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g_Selection.setHighlightList(ents);
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return false;
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case "mousebuttonup":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
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if (!ents.length)
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{
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g_Selection.reset();
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inputState = INPUT_NORMAL;
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return true;
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}
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g_Selection.reset();
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g_Selection.addList([ents[0]]);
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inputState = INPUT_NORMAL;
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return true;
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}
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break;
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}
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break;
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case INPUT_BUILDING_PLACEMENT:
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switch (ev.type)
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{
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case "mousemotion":
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var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
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"template": placementEntity,
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"x": target.x,
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"z": target.z,
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"angle": placementAngle
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});
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return false; // continue processing mouse motion
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case "mousebuttondown":
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if (ev.button == SDL_BUTTON_LEFT)
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{
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placementPosition = Engine.GetTerrainAtPoint(ev.x, ev.y);
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dragStart = [ ev.x, ev.y ];
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inputState = INPUT_BUILDING_CLICK;
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return true;
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}
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else if (ev.button == SDL_BUTTON_RIGHT)
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{
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// Cancel building
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
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inputState = INPUT_NORMAL;
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return true;
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}
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break;
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}
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break;
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}
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return false;
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}
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function testBuild(ent)
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{
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placementEntity = ent;
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placementAngle = defaultPlacementAngle;
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inputState = INPUT_BUILDING_PLACEMENT;
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}
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