bool HandleEvent(BuildSelectIcon icon, MouseButton btn, Modifiers modifiers)
        {
            var handled = btn == MouseButton.Left ? HandleLeftClick(icon) : false;

            if (!handled)
            {
                Game.Sound.Play(SoundType.UI, DisabledTabClick);
            }

            return(true);
        }
        public void RefreshIcons()
        {
            icons = new Dictionary <Rectangle, BuildSelectIcon>();

            var producer = CurrentQueue != null?CurrentQueue.MostLikelyProducer() : default(TraitPair <BuilderUnit>);

            if (CurrentQueue == null || producer.Trait == null)
            {
                if (DisplayedIconCount != 0)
                {
                    OnIconCountChanged(DisplayedIconCount, 0);
                    DisplayedIconCount = 0;
                }

                return;
            }

            var oldIconCount = DisplayedIconCount;

            DisplayedIconCount = 0;

            var rb      = RenderBounds;
            var faction = producer.Trait.Faction;

            foreach (var item in AllBuildables.Skip(IconRowOffset * Columns).Take(MaxIconRowOffset * Columns))
            {
                var x    = DisplayedIconCount % Columns;
                var y    = DisplayedIconCount / Columns;
                var rect = new Rectangle(rb.X + x * (IconSize.X + IconMargin.X), rb.Y + y * (IconSize.Y + IconMargin.Y), IconSize.X, IconSize.Y);

                var rsi  = item.TraitInfo <RenderSpritesInfo>();
                var icon = new Animation(World, rsi.GetImage(item, World.Map.Rules.Sequences, faction));
                var bi   = item.TraitInfo <BuildableInfo>();
                icon.Play(bi.Icon);

                var dummyQueue = currentQueue.Actor.Owner.PlayerActor.TraitsImplementing <ProductionQueue>()
                                 .First(q => q.Info.Type == "Dummy");

                var pi = new BuildSelectIcon()
                {
                    Actor             = item,
                    Name              = item.Name,
                    Hotkey            = DisplayedIconCount < HotkeyCount ? hotkeys[DisplayedIconCount] : null,
                    Sprite            = icon.Image,
                    Palette           = worldRenderer.Palette(bi.IconPalette),
                    IconClockPalette  = worldRenderer.Palette(ClockPalette),
                    IconDarkenPalette = worldRenderer.Palette(NotBuildablePalette),
                    Pos             = new float2(rect.Location),
                    BuilderUnit     = currentQueue,
                    ProductionQueue = dummyQueue
                };

                icons.Add(rect, pi);
                DisplayedIconCount++;
            }

            eventBounds = icons.Any() ? icons.Keys.Aggregate(Rectangle.Union) : Rectangle.Empty;

            if (oldIconCount != DisplayedIconCount)
            {
                OnIconCountChanged(oldIconCount, DisplayedIconCount);
            }
        }
 bool HandleLeftClick(BuildSelectIcon icon)
 {
     CurrentQueue         = icon.BuilderUnit;
     World.OrderGenerator = new BuilderUnitBuildingOrderGenerator(CurrentQueue, icon.Name, worldRenderer);
     return(true);
 }