forked from 0ad/0ad
927 lines
25 KiB
JavaScript
927 lines
25 KiB
JavaScript
const SDL_BUTTON_LEFT = 1;
|
|
const SDL_BUTTON_MIDDLE = 2;
|
|
const SDL_BUTTON_RIGHT = 3;
|
|
const SDLK_LEFTBRACKET = 91;
|
|
const SDLK_RIGHTBRACKET = 93;
|
|
const SDLK_RSHIFT = 303;
|
|
const SDLK_LSHIFT = 304;
|
|
const SDLK_RCTRL = 305;
|
|
const SDLK_LCTRL = 306;
|
|
const SDLK_RALT = 307;
|
|
const SDLK_LALT = 308;
|
|
// TODO: these constants should be defined somewhere else instead, in
|
|
// case any other code wants to use them too
|
|
|
|
var INPUT_NORMAL = 0;
|
|
var INPUT_SELECTING = 1;
|
|
var INPUT_BANDBOXING = 2;
|
|
var INPUT_BUILDING_PLACEMENT = 3;
|
|
var INPUT_BUILDING_CLICK = 4;
|
|
var INPUT_BUILDING_DRAG = 5;
|
|
var INPUT_BATCHTRAINING = 6;
|
|
|
|
var inputState = INPUT_NORMAL;
|
|
|
|
var defaultPlacementAngle = Math.PI*3/4;
|
|
var placementAngle;
|
|
var placementPosition;
|
|
var placementEntity;
|
|
|
|
var mouseX = 0;
|
|
var mouseY = 0;
|
|
var mouseIsOverObject = false;
|
|
|
|
// Number of pixels the mouse can move before the action is considered a drag
|
|
var maxDragDelta = 4;
|
|
|
|
// Time in milliseconds in which a double click is recognized
|
|
const doubleClickTime = 500;
|
|
var doubleClickTimer = 0;
|
|
var doubleClicked = false;
|
|
// Store the previously clicked entity - ensure a double/triple click happens on the same entity
|
|
var prevClickedEntity = 0;
|
|
|
|
function updateCursor()
|
|
{
|
|
if (!mouseIsOverObject && inputState == INPUT_NORMAL)
|
|
{
|
|
var action = determineAction(mouseX, mouseY);
|
|
if (action)
|
|
{
|
|
if (action.cursor)
|
|
{
|
|
Engine.SetCursor(action.cursor);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
Engine.SetCursor("arrow-default");
|
|
}
|
|
|
|
function findGatherType(gatherer, supply)
|
|
{
|
|
if (!gatherer || !supply)
|
|
return undefined;
|
|
if (gatherer[supply.type.generic+"."+supply.type.specific])
|
|
return supply.type.specific;
|
|
if (gatherer[supply.type.generic])
|
|
return supply.type.generic;
|
|
return undefined;
|
|
}
|
|
|
|
/**
|
|
* Determine the context-sensitive action that should be performed when the mouse is at (x,y)
|
|
*/
|
|
function determineAction(x, y, fromMinimap)
|
|
{
|
|
var selection = g_Selection.toList();
|
|
|
|
// No action if there's no selection
|
|
if (!selection.length)
|
|
return undefined;
|
|
|
|
// If the selection doesn't exist, no action
|
|
var entState = GetEntityState(selection[0]);
|
|
if (!entState)
|
|
return undefined;
|
|
|
|
// If the selection isn't friendly units, no action
|
|
var player = Engine.GetPlayerID();
|
|
if (entState.player != player && !g_DevSettings.controlAll)
|
|
return undefined;
|
|
|
|
// Work out whether the selection can have rally points
|
|
var haveRallyPoints = selection.every(function(ent) {
|
|
var entState = GetEntityState(ent);
|
|
return entState && entState.rallyPoint;
|
|
});
|
|
|
|
var targets = [];
|
|
if (!fromMinimap)
|
|
targets = Engine.PickEntitiesAtPoint(x, y);
|
|
|
|
// If there's a target unit
|
|
if (targets.length)
|
|
{
|
|
// Look at the first targeted entity
|
|
// (TODO: maybe we eventually want to look at more, and be more context-sensitive?
|
|
// e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
|
|
var targetState = GetEntityState(targets[0]);
|
|
|
|
// If we selected buildings with rally points, and then click on one of those selected
|
|
// buildings, we should remove the rally point
|
|
if (haveRallyPoints && selection.indexOf(targets[0]) != -1)
|
|
return {"type": "unset-rallypoint"};
|
|
|
|
// Check if the target entity is a resource, dropsite, foundation, or enemy unit.
|
|
// Check if any entities in the selection can gather the requested resource,
|
|
// can return to the dropsite, can build the foundation, or can attack the enemy
|
|
var simState = Engine.GuiInterfaceCall("GetSimulationState");
|
|
|
|
for each (var entityID in selection)
|
|
{
|
|
var entState = GetEntityState(entityID);
|
|
if (!entState)
|
|
continue;
|
|
|
|
// Get entity owner diplomacy array
|
|
var diplomacy = simState.players[entState.player].diplomacy;
|
|
|
|
var playerOwned = ((targetState.player == entState.player)? true : false);
|
|
var enemyOwned = ((targetState.player != entState.player && targetState.player && diplomacy[targetState.player - 1] < 0)? true : false);
|
|
var gaiaOwned = ((targetState.player == 0)? true : false);
|
|
|
|
// Find the resource type we're carrying, if any
|
|
var carriedType = undefined;
|
|
if (entState.resourceCarrying && entState.resourceCarrying.length)
|
|
carriedType = entState.resourceCarrying[0].type;
|
|
|
|
if (targetState.garrisonHolder && playerOwned && Engine.HotkeyIsPressed("session.garrison"))
|
|
{
|
|
return {"type": "garrison", "cursor": "action-garrison", "target": targets[0]};
|
|
}
|
|
else if (targetState.resourceSupply && (playerOwned || gaiaOwned))
|
|
{
|
|
// If the target is a resource and we have the right kind of resource gatherers selected, then gather
|
|
// If the target is a foundation and we have builders selected, then build (or repair)
|
|
// If the target is an enemy, then attack
|
|
var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
|
|
if (resource)
|
|
return {"type": "gather", "cursor": "action-gather-"+resource, "target": targets[0]};
|
|
}
|
|
else if (targetState.resourceDropsite && playerOwned && carriedType &&
|
|
targetState.resourceDropsite.types.indexOf(carriedType) != -1)
|
|
{
|
|
return {"type": "returnresource", "cursor": "action-return-"+carriedType, "target": targets[0]};
|
|
}
|
|
else if (targetState.foundation && entState.buildEntities && playerOwned)
|
|
{
|
|
return {"type": "build", "cursor": "action-build", "target": targets[0]};
|
|
}
|
|
else if (entState.buildEntities && targetState.needsRepair && playerOwned)
|
|
{
|
|
return {"type": "build", "cursor": "action-repair", "target": targets[0]};
|
|
}
|
|
else if (entState.attack && (enemyOwned || gaiaOwned))
|
|
{ // TODO: Decide how we want to treat gaia
|
|
return {"type": "attack", "cursor": "action-attack", "target": targets[0]};
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we don't do anything more specific:
|
|
// If all selected entities are buildings, set rally points, else walk
|
|
if (haveRallyPoints)
|
|
return {"type": "set-rallypoint"};
|
|
else
|
|
return {"type": "move"};
|
|
}
|
|
|
|
|
|
var dragStart; // used for remembering mouse coordinates at start of drag operations
|
|
|
|
function tryPlaceBuilding(queued)
|
|
{
|
|
var selection = g_Selection.toList();
|
|
|
|
// Use the preview to check it's a valid build location
|
|
var ok = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle
|
|
});
|
|
if (!ok)
|
|
{
|
|
// invalid location - don't build it
|
|
return false;
|
|
}
|
|
|
|
// Remove the preview
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
|
|
|
|
// Start the construction
|
|
Engine.PostNetworkCommand({
|
|
"type": "construct",
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle,
|
|
"entities": selection,
|
|
"queued": queued
|
|
});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
|
|
|
|
return true;
|
|
}
|
|
|
|
// Limits bandboxed selections to certain types of entities based on priority
|
|
function getPreferredEntities(ents)
|
|
{
|
|
var entStateList = [];
|
|
var preferredEnts = [];
|
|
|
|
// Check if there are units in the selection and get a list of entity states
|
|
for each (var ent in ents)
|
|
{
|
|
var entState = GetEntityState(ent);
|
|
if (!entState)
|
|
continue;
|
|
if (isUnit(entState))
|
|
preferredEnts.push(ent);
|
|
|
|
entStateList.push(entState);
|
|
}
|
|
|
|
// If there are no units, check if there are defensive entities in the selection
|
|
if (!preferredEnts.length)
|
|
for (var i = 0; i < ents.length; i++)
|
|
if (isDefensive(entStateList[i]))
|
|
preferredEnts.push(ents[i]);
|
|
|
|
return preferredEnts;
|
|
}
|
|
|
|
function handleInputBeforeGui(ev, hoveredObject)
|
|
{
|
|
// Capture mouse position so we can use it for displaying cursors,
|
|
// and key states
|
|
switch (ev.type)
|
|
{
|
|
case "mousebuttonup":
|
|
case "mousebuttondown":
|
|
case "mousemotion":
|
|
mouseX = ev.x;
|
|
mouseY = ev.y;
|
|
break;
|
|
}
|
|
|
|
// Remember whether the mouse is over a GUI object or not
|
|
mouseIsOverObject = (hoveredObject != null);
|
|
|
|
// State-machine processing:
|
|
//
|
|
// (This is for states which should override the normal GUI processing - events will
|
|
// be processed here before being passed on, and propagation will stop if this function
|
|
// returns true)
|
|
//
|
|
// TODO: it'd probably be nice to have a better state-machine system, with guaranteed
|
|
// entry/exit functions, since this is a bit broken now
|
|
|
|
switch (inputState)
|
|
{
|
|
case INPUT_BANDBOXING:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
var x0 = dragStart[0];
|
|
var y0 = dragStart[1];
|
|
var x1 = ev.x;
|
|
var y1 = ev.y;
|
|
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
|
|
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
|
|
|
|
var bandbox = getGUIObjectByName("bandbox");
|
|
bandbox.size = [x0, y0, x1, y1].join(" ");
|
|
bandbox.hidden = false;
|
|
|
|
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
|
|
g_Selection.setHighlightList(ents);
|
|
|
|
return false;
|
|
|
|
case "mousebuttonup":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
var x0 = dragStart[0];
|
|
var y0 = dragStart[1];
|
|
var x1 = ev.x;
|
|
var y1 = ev.y;
|
|
if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
|
|
if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
|
|
|
|
var bandbox = getGUIObjectByName("bandbox");
|
|
bandbox.hidden = true;
|
|
|
|
// Get list of entities limited to preferred entities
|
|
var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
|
|
var preferredEntities = getPreferredEntities(ents)
|
|
|
|
if (preferredEntities.length)
|
|
ents = preferredEntities;
|
|
|
|
// Remove the bandbox hover highlighting
|
|
g_Selection.setHighlightList([]);
|
|
|
|
// Update the list of selected units
|
|
if (Engine.HotkeyIsPressed("selection.add"))
|
|
{
|
|
g_Selection.addList(ents);
|
|
}
|
|
else if (Engine.HotkeyIsPressed("selection.remove"))
|
|
{
|
|
g_Selection.removeList(ents);
|
|
}
|
|
else
|
|
{
|
|
g_Selection.reset();
|
|
g_Selection.addList(ents);
|
|
}
|
|
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
else if (ev.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
// Cancel selection
|
|
var bandbox = getGUIObjectByName("bandbox");
|
|
bandbox.hidden = true;
|
|
|
|
g_Selection.setHighlightList([]);
|
|
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case INPUT_BUILDING_CLICK:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
// If the mouse moved far enough from the original click location,
|
|
// then switch to drag-orientatio mode
|
|
var dragDeltaX = ev.x - dragStart[0];
|
|
var dragDeltaY = ev.y - dragStart[1];
|
|
var maxDragDelta = 16;
|
|
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
|
|
{
|
|
inputState = INPUT_BUILDING_DRAG;
|
|
return false;
|
|
}
|
|
break;
|
|
|
|
case "mousebuttonup":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
// If shift is down, let the player continue placing another of the same building
|
|
var queued = Engine.HotkeyIsPressed("session.queue");
|
|
if (tryPlaceBuilding(queued))
|
|
{
|
|
if (queued)
|
|
inputState = INPUT_BUILDING_PLACEMENT;
|
|
else
|
|
inputState = INPUT_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
inputState = INPUT_BUILDING_PLACEMENT;
|
|
}
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
case "mousebuttondown":
|
|
if (ev.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
// Cancel building
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case INPUT_BUILDING_DRAG:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
var dragDeltaX = ev.x - dragStart[0];
|
|
var dragDeltaY = ev.y - dragStart[1];
|
|
var maxDragDelta = 16;
|
|
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
|
|
{
|
|
// Rotate in the direction of the mouse
|
|
var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
placementAngle = Math.atan2(target.x - placementPosition.x, target.z - placementPosition.z);
|
|
}
|
|
else
|
|
{
|
|
// If the mouse is near the center, snap back to the default orientation
|
|
placementAngle = defaultPlacementAngle;
|
|
}
|
|
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle
|
|
});
|
|
|
|
break;
|
|
|
|
case "mousebuttonup":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
// If shift is down, let the player continue placing another of the same building
|
|
var queued = Engine.HotkeyIsPressed("session.queue");
|
|
if (tryPlaceBuilding(queued))
|
|
{
|
|
if (queued)
|
|
inputState = INPUT_BUILDING_PLACEMENT;
|
|
else
|
|
inputState = INPUT_NORMAL;
|
|
}
|
|
else
|
|
{
|
|
inputState = INPUT_BUILDING_PLACEMENT;
|
|
}
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
case "mousebuttondown":
|
|
if (ev.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
// Cancel building
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case INPUT_BATCHTRAINING:
|
|
switch (ev.type)
|
|
{
|
|
case "hotkeyup":
|
|
if (ev.hotkey == "session.batchtrain")
|
|
{
|
|
flushTrainingQueueBatch();
|
|
inputState = INPUT_NORMAL;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
function handleInputAfterGui(ev)
|
|
{
|
|
// State-machine processing:
|
|
|
|
switch (inputState)
|
|
{
|
|
case INPUT_NORMAL:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
// Highlight the first hovered entity (if any)
|
|
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
|
|
if (ents.length)
|
|
g_Selection.setHighlightList([ents[0]]);
|
|
else
|
|
g_Selection.setHighlightList([]);
|
|
|
|
return false;
|
|
|
|
case "mousebuttondown":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
dragStart = [ ev.x, ev.y ];
|
|
inputState = INPUT_SELECTING;
|
|
return true;
|
|
}
|
|
else if (ev.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
var action = determineAction(ev.x, ev.y);
|
|
if (!action)
|
|
break;
|
|
|
|
var selection = g_Selection.toList();
|
|
|
|
// If shift is down, add the order to the unit's order queue instead
|
|
// of running it immediately
|
|
var queued = Engine.HotkeyIsPressed("session.queue");
|
|
|
|
switch (action.type)
|
|
{
|
|
case "move":
|
|
var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "attack":
|
|
Engine.PostNetworkCommand({"type": "attack", "entities": selection, "target": action.target, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_attack", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "build": // (same command as repair)
|
|
case "repair":
|
|
Engine.PostNetworkCommand({"type": "repair", "entities": selection, "target": action.target, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "gather":
|
|
Engine.PostNetworkCommand({"type": "gather", "entities": selection, "target": action.target, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "returnresource":
|
|
Engine.PostNetworkCommand({"type": "returnresource", "entities": selection, "target": action.target, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "garrison":
|
|
Engine.PostNetworkCommand({"type": "garrison", "entities": selection, "target": action.target, "queued": queued});
|
|
//Need to play some sound here??
|
|
return true;
|
|
|
|
case "set-rallypoint":
|
|
var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": target.x, "z": target.z});
|
|
// Display rally point at the new coordinates, to avoid display lag
|
|
Engine.GuiInterfaceCall("DisplayRallyPoint", {
|
|
"entities": selection,
|
|
"x": target.x,
|
|
"z": target.z
|
|
});
|
|
return true;
|
|
|
|
case "unset-rallypoint":
|
|
var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
Engine.PostNetworkCommand({"type": "unset-rallypoint", "entities": selection});
|
|
// Remove displayed rally point
|
|
Engine.GuiInterfaceCall("DisplayRallyPoint", {
|
|
"entities": []
|
|
});
|
|
return true;
|
|
|
|
default:
|
|
error("Invalid action.type "+action.type);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case INPUT_SELECTING:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
// If the mouse moved further than a limit, switch to bandbox mode
|
|
var dragDeltaX = ev.x - dragStart[0];
|
|
var dragDeltaY = ev.y - dragStart[1];
|
|
|
|
if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
|
|
{
|
|
inputState = INPUT_BANDBOXING;
|
|
return false;
|
|
}
|
|
|
|
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
|
|
g_Selection.setHighlightList(ents);
|
|
return false;
|
|
|
|
case "mousebuttonup":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
|
|
if (!ents.length)
|
|
{
|
|
g_Selection.reset();
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
|
|
var onScreenOnly;
|
|
var selectedEntity = ents[0];
|
|
var now = new Date();
|
|
|
|
if ((now.getTime() - doubleClickTimer < doubleClickTime) && (selectedEntity == prevClickedEntity))
|
|
{
|
|
// Double click or triple click has occurred
|
|
|
|
// Check for double click or triple click
|
|
if (!doubleClicked)
|
|
{
|
|
// If double click hasn't already occurred, this is a double click.
|
|
// Select only similar on-screen units
|
|
onScreenOnly = true;
|
|
doubleClicked = true;
|
|
}
|
|
else
|
|
{
|
|
// Double click has already occurred, so this is a triple click.
|
|
// Select all similar units whether they are on-screen or not
|
|
onScreenOnly = false;
|
|
}
|
|
|
|
var templateToMatch = Engine.GuiInterfaceCall("GetEntityState", selectedEntity).template;
|
|
|
|
ents = Engine.PickSimilarFriendlyEntities(templateToMatch, onScreenOnly);
|
|
}
|
|
else
|
|
{
|
|
// It's single click right now but it may become double or triple click
|
|
doubleClicked = false;
|
|
doubleClickTimer = now.getTime();
|
|
prevClickedEntity = selectedEntity;
|
|
|
|
// We only want to include the first picked unit in the selection
|
|
ents = [ents[0]];
|
|
}
|
|
|
|
// Update the list of selected units
|
|
if (Engine.HotkeyIsPressed("selection.add"))
|
|
{
|
|
g_Selection.addList(ents);
|
|
}
|
|
else if (Engine.HotkeyIsPressed("selection.remove"))
|
|
{
|
|
g_Selection.removeList(ents);
|
|
}
|
|
else
|
|
{
|
|
g_Selection.reset();
|
|
g_Selection.addList(ents);
|
|
}
|
|
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case INPUT_BUILDING_PLACEMENT:
|
|
switch (ev.type)
|
|
{
|
|
case "mousemotion":
|
|
placementPosition = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle
|
|
});
|
|
|
|
return false; // continue processing mouse motion
|
|
|
|
case "mousebuttondown":
|
|
if (ev.button == SDL_BUTTON_LEFT)
|
|
{
|
|
placementPosition = Engine.GetTerrainAtPoint(ev.x, ev.y);
|
|
dragStart = [ ev.x, ev.y ];
|
|
inputState = INPUT_BUILDING_CLICK;
|
|
return true;
|
|
}
|
|
else if (ev.button == SDL_BUTTON_RIGHT)
|
|
{
|
|
// Cancel building
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
|
|
inputState = INPUT_NORMAL;
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
case "hotkeydown":
|
|
|
|
var rotation_step = Math.PI / 12; // 24 clicks make a full rotation
|
|
|
|
switch (ev.hotkey)
|
|
{
|
|
case "session.rotate.cw":
|
|
placementAngle += rotation_step;
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle
|
|
});
|
|
break;
|
|
case "session.rotate.ccw":
|
|
placementAngle -= rotation_step;
|
|
Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
|
|
"template": placementEntity,
|
|
"x": placementPosition.x,
|
|
"z": placementPosition.z,
|
|
"angle": placementAngle
|
|
});
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
function handleMinimapEvent(target)
|
|
{
|
|
// Partly duplicated from handleInputAfterGui(), but with the input being
|
|
// world coordinates instead of screen coordinates.
|
|
|
|
if (inputState == INPUT_NORMAL)
|
|
{
|
|
var fromMinimap = true;
|
|
var action = determineAction(undefined, undefined, fromMinimap);
|
|
if (!action)
|
|
return false;
|
|
|
|
var selection = g_Selection.toList();
|
|
|
|
var queued = Engine.HotkeyIsPressed("session.queue");
|
|
|
|
switch (action.type)
|
|
{
|
|
case "move":
|
|
Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z, "queued": queued});
|
|
Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] });
|
|
return true;
|
|
|
|
case "set-rallypoint":
|
|
Engine.PostNetworkCommand({"type": "set-rallypoint", "entities": selection, "x": target.x, "z": target.z});
|
|
// Display rally point at the new coordinates, to avoid display lag
|
|
Engine.GuiInterfaceCall("DisplayRallyPoint", {
|
|
"entities": selection,
|
|
"x": target.x,
|
|
"z": target.z
|
|
});
|
|
return true;
|
|
|
|
default:
|
|
error("Invalid action.type "+action.type);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Called by GUI when user clicks construction button
|
|
function startBuildingPlacement(buildEntType)
|
|
{
|
|
placementEntity = buildEntType;
|
|
placementAngle = defaultPlacementAngle;
|
|
inputState = INPUT_BUILDING_PLACEMENT;
|
|
}
|
|
|
|
// Batch training:
|
|
// When the user shift-clicks, we set these variables and switch to INPUT_BATCHTRAINING
|
|
// When the user releases shift, or clicks on a different training button, we create the batched units
|
|
var batchTrainingEntity;
|
|
var batchTrainingType;
|
|
var batchTrainingCount;
|
|
const batchIncrementSize = 5;
|
|
|
|
function flushTrainingQueueBatch()
|
|
{
|
|
Engine.PostNetworkCommand({"type": "train", "entity": batchTrainingEntity, "template": batchTrainingType, "count": batchTrainingCount});
|
|
}
|
|
|
|
// Called by GUI when user clicks training button
|
|
function addToTrainingQueue(entity, trainEntType)
|
|
{
|
|
if (Engine.HotkeyIsPressed("session.batchtrain"))
|
|
{
|
|
if (inputState == INPUT_BATCHTRAINING)
|
|
{
|
|
// If we're already creating a batch of this unit, then just extend it
|
|
if (batchTrainingEntity == entity && batchTrainingType == trainEntType)
|
|
{
|
|
batchTrainingCount += batchIncrementSize;
|
|
return;
|
|
}
|
|
// Otherwise start a new one
|
|
else
|
|
{
|
|
flushTrainingQueueBatch();
|
|
// fall through to create the new batch
|
|
}
|
|
}
|
|
inputState = INPUT_BATCHTRAINING;
|
|
batchTrainingEntity = entity;
|
|
batchTrainingType = trainEntType;
|
|
batchTrainingCount = batchIncrementSize;
|
|
}
|
|
else
|
|
{
|
|
// Non-batched - just create a single entity
|
|
Engine.PostNetworkCommand({"type": "train", "entity": entity, "template": trainEntType, "count": 1});
|
|
}
|
|
}
|
|
|
|
// Returns the number of units that will be present in a batch if the user clicks
|
|
// the training button with shift down
|
|
function getTrainingQueueBatchStatus(entity, trainEntType)
|
|
{
|
|
if (inputState == INPUT_BATCHTRAINING && batchTrainingEntity == entity && batchTrainingType == trainEntType)
|
|
return [batchTrainingCount, batchIncrementSize];
|
|
else
|
|
return [0, batchIncrementSize];
|
|
}
|
|
|
|
// Called by GUI when user clicks production queue item
|
|
function removeFromTrainingQueue(entity, id)
|
|
{
|
|
Engine.PostNetworkCommand({"type": "stop-train", "entity": entity, "id": id});
|
|
}
|
|
|
|
// Called by unit selection buttons
|
|
function changePrimarySelectionGroup(templateName)
|
|
{
|
|
if (Engine.HotkeyIsPressed("session.deselectgroup"))
|
|
g_Selection.makePrimarySelection(templateName, true);
|
|
else
|
|
g_Selection.makePrimarySelection(templateName, false);
|
|
}
|
|
|
|
// Performs the specified command (delete, town bell, repair, etc.)
|
|
function performCommand(entity, commandName)
|
|
{
|
|
if (entity)
|
|
{
|
|
var entState = GetEntityState(entity);
|
|
var template = GetTemplateData(entState.template);
|
|
var unitName = getEntityName(template);
|
|
|
|
var player = Engine.GetPlayerID();
|
|
if (entState.player == player || g_DevSettings.controlAll)
|
|
{
|
|
switch (commandName)
|
|
{
|
|
case "delete":
|
|
var selection = g_Selection.toList();
|
|
|
|
if (selection.length > 0)
|
|
{
|
|
var message = selection.length > 1? "Are you sure you want to delete all of the units you have selected?" :
|
|
"Are you sure you want to delete: "+unitName+"?";
|
|
|
|
var deleteFunction = deleteFunction = function ()
|
|
{
|
|
for each (var ent in selection)
|
|
Engine.PostNetworkCommand({"type": "delete-entity", "entity": ent});
|
|
};
|
|
|
|
var btCaptions = ["Yes", "No"];
|
|
var btCode = [deleteFunction, null];
|
|
messageBox(320, 180, message, "Confirmation", 0, btCaptions, btCode);
|
|
}
|
|
break;
|
|
case "unload-all":
|
|
unloadAll(entity);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Performs the specified formation
|
|
function performFormation(entity, formationName)
|
|
{
|
|
submitChatDirectly("FORMATIONS are not implemented yet.");
|
|
|
|
if (entity)
|
|
{
|
|
console.write(formationName);
|
|
}
|
|
}
|
|
|
|
// Set the camera to follow the given unit
|
|
function setCameraFollow(entity)
|
|
{
|
|
// Follow the given entity if it's a unit
|
|
if (entity)
|
|
{
|
|
var entState = GetEntityState(entity);
|
|
if (entState && isUnit(entState))
|
|
{
|
|
Engine.CameraFollow(entity);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Otherwise stop following
|
|
Engine.CameraFollow(0);
|
|
}
|
|
|
|
function unload(garrisonHolder, entity)
|
|
{
|
|
Engine.PostNetworkCommand({"type": "unload", "entity": entity, "garrisonHolder": garrisonHolder});
|
|
}
|
|
|
|
function unloadAll(garrisonHolder)
|
|
{
|
|
Engine.PostNetworkCommand({"type": "unload-all", "garrisonHolder": garrisonHolder});
|
|
}
|