forked from 0ad/0ad
113 lines
2.9 KiB
JavaScript
113 lines
2.9 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_DRAGGING = 1;
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var INPUT_BUILDING_PLACEMENT = 2;
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var inputState = INPUT_NORMAL;
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var placementEntity = "";
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function handleInputBeforeGui(ev)
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{
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return false;
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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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function handleInputAfterGui(ev)
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{
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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 "mousebuttondown":
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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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resetEntitySelection();
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return true;
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}
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resetEntitySelection();
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addEntitySelection([ents[0]]);
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Engine.PostNetworkCommand({"type": "spin", "entities": [ents[0]]});
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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 ents = getEntitySelection();
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if (ents.length)
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{
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var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
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Engine.PostNetworkCommand({"type": "walk", "entities": ents, "x": target.x, "z": target.z});
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return true;
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}
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}
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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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var angle = Math.PI;
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": placementEntity, "x": target.x, "z": target.z, "angle": angle});
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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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var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
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var angle = Math.PI;
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Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
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Engine.PostNetworkCommand({"type": "construct", "template": placementEntity, "x": target.x, "z": target.z, "angle": angle});
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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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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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}
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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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inputState = INPUT_BUILDING_PLACEMENT;
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}
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