Move all the fail into one place

This commit is contained in:
Paul Chote
2010-04-11 15:03:50 +12:00
parent 41623cff6b
commit 078625bd0f

View File

@@ -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();
}
}
}