diff --git a/OpenRA.Game/Widgets/WidgetUtils.cs b/OpenRA.Game/Widgets/WidgetUtils.cs index eafbf11e2b..09e6606762 100644 --- a/OpenRA.Game/Widgets/WidgetUtils.cs +++ b/OpenRA.Game/Widgets/WidgetUtils.cs @@ -90,95 +90,102 @@ namespace OpenRA.Widgets sr.Flush(); // because the scissor is changing r.Device.DisableScissor(); } + + public static void FillRectWithSprite(Rectangle r, Sprite s) + { + Game.chrome.renderer.Device.EnableScissor(r.Left, r.Top, r.Width, r.Height); + for (var x = r.Left; x < r.Right; x += (int)s.size.X) + for (var y = r.Top; y < r.Bottom; y += (int)s.size.Y) + DrawRGBA(s, new float2(x, y)); + + Game.chrome.rgbaRenderer.Flush(); + Game.chrome.renderer.Device.DisableScissor(); + } public static void DrawRightTooltip(string collection, int2 tl, int2 m, int2 br, Action a) { - var r = Game.chrome.renderer; - var sr = Game.chrome.rgbaRenderer; - var images = new[] { "border-t", "border-b", "border-l", "border-r", "corner-tl", "corner-tr", "corner-bl", "corner-br", "background"}; var ss = images.Select(i => ChromeProvider.GetImage(Game.chrome.renderer, collection, i)).ToArray(); - // Draw the background for the left part - r.Device.EnableScissor(tl.X, tl.Y, m.X-tl.X + (int)ss[2].size.X, m.Y-tl.Y - (int)ss[1].size.Y); - for (var x = tl.X + (int)ss[2].size.X; x < m.X + (int)ss[2].size.X; x += (int)ss[8].size.X) - for (var y = tl.Y + (int)ss[0].size.Y; y < m.Y - (int)ss[1].size.Y; y += (int)ss[8].size.Y) - DrawRGBA(ss[8], new float2(x, y)); - - // Left border - for (var y = tl.Y + (int)ss[0].size.Y; y < m.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y) - DrawRGBA(ss[2], new float2(tl.X, y)); - - sr.Flush(); - r.Device.EnableScissor(tl.X, tl.Y, m.X-tl.X, m.Y-tl.Y); - - // bottom-left border - for (var x = tl.X + (int)ss[2].size.X; x < m.X - (int)ss[2].size.X; x += (int)ss[0].size.X) - DrawRGBA(ss[1], new float2(x, m.Y - ss[1].size.Y)); - - // BL corner - DrawRGBA(ss[6], new float2(tl.X,m.Y - (int)ss[2].size.X)); - - sr.Flush(); - r.Device.EnableScissor(m.X, tl.Y, br.X - m.X - (int)ss[3].size.X, br.Y - tl.Y - (int)ss[1].size.Y); + // Draw the background for the left part + FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X, + tl.Y + (int)ss[0].size.Y, + m.X + (int)ss[2].size.X - tl.X - (int)ss[2].size.X, + m.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y), + ss[8]); // Background for the right part - for (var x = m.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[8].size.X) - for (var y = tl.Y + (int)ss[0].size.Y; y < br.Y - (int)ss[1].size.Y; y += (int)ss[8].size.Y) - DrawRGBA(ss[8], new float2(x, y)); - + FillRectWithSprite(new Rectangle(m.X + (int)ss[2].size.X, + tl.Y + (int)ss[0].size.Y, + br.X - (int)ss[3].size.X - m.X - (int)ss[2].size.X, + br.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y), + ss[8]); + + // Patch the hole + FillRectWithSprite(new Rectangle(m.X, + m.Y-(int)ss[1].size.Y, + (int)ss[2].size.X, + (int)ss[1].size.Y - 1), + ss[8]); + // Top border - sr.Flush(); - r.Device.EnableScissor(tl.X, tl.Y, br.X - tl.X - (int)ss[3].size.X, (int)ss[0].size.Y); - for (var x = tl.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[1].size.X) - DrawRGBA(ss[0], new float2(x, tl.Y)); + FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X, + tl.Y, + br.X - (int)ss[3].size.X - tl.X - (int)ss[2].size.X, + (int)ss[0].size.Y), + ss[0]); + + // Right border + FillRectWithSprite(new Rectangle(br.X - (int)ss[3].size.X, + tl.Y + (int)ss[0].size.Y, + (int)ss[3].size.X, + br.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y), + ss[3]); + + // Bottom border + FillRectWithSprite(new Rectangle(m.X + (int)ss[2].size.X, + br.Y - (int)ss[1].size.Y, + br.X - (int)ss[3].size.X - m.X - (int)ss[2].size.X, + (int)ss[1].size.Y), + ss[1]); + // Left border + FillRectWithSprite(new Rectangle(tl.X, + tl.Y + (int)ss[0].size.Y, + (int)ss[2].size.X, + m.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y), + ss[2]); + + // Left-bottom border + FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X, + m.Y - (int)ss[1].size.Y, + m.X - (int)ss[2].size.X - tl.X, + (int)ss[1].size.Y), + ss[1]); + + // Bottom-left border + FillRectWithSprite(new Rectangle(m.X, + m.Y - 1, + (int)ss[2].size.X, + br.Y - (int)ss[1].size.Y - m.Y + 1), + ss[2]); // TL corner DrawRGBA(ss[4], new float2(tl.X,tl.Y)); - sr.Flush(); - r.Device.EnableScissor(br.X - (int)ss[3].size.X, tl.Y, (int)ss[3].size.X, br.Y - tl.Y - (int)ss[1].size.Y); - - // Right border - for (var y = tl.Y + (int)ss[0].size.Y; y < br.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y) - DrawRGBA(ss[3], new float2(br.X - (int)ss[3].size.X, y)); - // TR corner DrawRGBA(ss[5], new float2(br.X- (int)ss[3].size.X,tl.Y)); - - // Bottom border - sr.Flush(); - r.Device.EnableScissor(m.X, br.Y - (int)ss[1].size.Y, br.X - m.X - (int)ss[3].size.X,(int)ss[1].size.Y); - for (var x = m.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[1].size.X) - DrawRGBA(ss[1], new float2(x, br.Y - (int)ss[1].size.Y)); - // BR corner - sr.Flush(); - r.Device.DisableScissor(); - DrawRGBA(ss[7], new float2(br.X - (int)ss[7].size.X, br.Y - (int)ss[7].size.Y)); + // LBL corner + DrawRGBA(ss[6], new float2(tl.X,m.Y - (int)ss[2].size.X)); - // Left border - sr.Flush(); - r.Device.EnableScissor(m.X, m.Y-1, (int)ss[2].size.X, br.Y - m.Y - (int)ss[1].size.Y+1); - for (var y = m.Y-1; y < br.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y) - DrawRGBA(ss[2], new float2(m.X, y)); - - // BL corner - sr.Flush(); - r.Device.DisableScissor(); + // RBL corner DrawRGBA(ss[6], new float2(m.X,br.Y - (int)ss[7].size.Y)); - // Patch the hole - sr.Flush(); - r.Device.EnableScissor(m.X, m.Y-(int)ss[1].size.Y, (int)ss[2].size.X, (int)ss[1].size.Y-1); - for (var x = m.X; x < m.X + (int)ss[2].size.X; x += (int)ss[8].size.X) - for (var y = m.Y-(int)ss[1].size.Y; y < m.Y-1; y += (int)ss[8].size.Y) - DrawRGBA(ss[8], new float2(x, y)); - + // BR corner + DrawRGBA(ss[7], new float2(br.X - (int)ss[7].size.X, br.Y - (int)ss[7].size.Y)); + + Game.chrome.rgbaRenderer.Flush(); if (a != null) a(); - - sr.Flush(); // because the scissor is changing - r.Device.DisableScissor(); } } }