Example #1
0
        void SetupProductionGroupButton(OrderManager orderManager, ProductionTypeButtonWidget button)
        {
            if (button == null)
            {
                return;
            }

            // Classic production queues are initialized at game start, and then never change.
            var queues = world.LocalPlayer.PlayerActor.TraitsImplementing <ProductionQueue>()
                         .Where(q => (q.Info.Group ?? q.Info.Type) == button.ProductionGroup)
                         .ToArray();

            Action <bool> selectTab = reverse =>
            {
                palette.CurrentQueue = queues.FirstOrDefault(q => q.Enabled);

                // When a tab is selected, scroll to the top because the current row position may be invalid for the new tab
                palette.ScrollToTop();

                // Attempt to pick up a completed building (if there is one) so it can be placed
                palette.PickUpCompletedBuilding();
            };

            button.IsDisabled    = () => !queues.Any(q => q.BuildableItems().Any());
            button.OnMouseUp     = mi => selectTab(mi.Modifiers.HasModifier(Modifiers.Shift));
            button.OnKeyPress    = e => selectTab(e.Modifiers.HasModifier(Modifiers.Shift));
            button.OnClick       = () => selectTab(false);
            button.IsHighlighted = () => queues.Contains(palette.CurrentQueue);

            var chromeName = button.ProductionGroup.ToLowerInvariant();
            var icon       = button.Get <ImageWidget>("ICON");

            icon.GetImageName = () => button.IsDisabled() ? chromeName + "-disabled" :
                                queues.Any(q => q.AllQueued().Any(i => i.Done)) ? chromeName + "-alert" : chromeName;
        }
        void SetupProductionGroupButton(OrderManager orderManager, ProductionTypeButtonWidget button)
        {
            if (button == null)
            {
                return;
            }

            // Classic production queues are initialized at game start, and then never change.
            var queues = world.LocalPlayer.PlayerActor.TraitsImplementing <ProductionQueue>()
                         .Where(q => q.Info.Type == button.ProductionGroup)
                         .ToArray();

            Action <bool> selectTab = reverse =>
            {
                palette.CurrentQueue = queues.FirstOrDefault(q => q.Enabled);

                // When a tab is selected, scroll to the top because the current row position may be invalid for the new tab
                palette.ScrollToTop();
            };

            Func <ButtonWidget, Hotkey> getKey = _ => Hotkey.Invalid;

            if (!string.IsNullOrEmpty(button.HotkeyName))
            {
                var ks    = Game.Settings.Keys;
                var field = ks.GetType().GetField(button.HotkeyName);
                if (field != null)
                {
                    getKey = _ => (Hotkey)field.GetValue(ks);
                }
            }

            button.IsDisabled    = () => !queues.Any(q => q.BuildableItems().Any());
            button.OnMouseUp     = mi => selectTab(mi.Modifiers.HasModifier(Modifiers.Shift));
            button.OnKeyPress    = e => selectTab(e.Modifiers.HasModifier(Modifiers.Shift));
            button.OnClick       = () => selectTab(false);
            button.IsHighlighted = () => queues.Contains(palette.CurrentQueue);
            button.GetKey        = getKey;

            var chromeName = button.ProductionGroup.ToLowerInvariant();
            var icon       = button.Get <ImageWidget>("ICON");

            icon.GetImageName = () => button.IsDisabled() ? chromeName + "-disabled" :
                                queues.Any(q => q.CurrentDone) ? chromeName + "-alert" : chromeName;
        }