Move SelectedUnit drawing stuff out of WorldRenderer into Selectable with IRenderSelection
This commit is contained in:
@@ -32,22 +32,11 @@ namespace OpenRA.Graphics
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uiOverlay = new UiOverlay();
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palette = new HardwarePalette(world.Map);
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}
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public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
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{
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Game.Renderer.LineRenderer.DrawLine(start,end,startColor,endColor);
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}
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public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
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public Palette GetPalette(string name) { return palette.GetPalette(name); }
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public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
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public void UpdatePalette(string name, Palette pal) { palette.UpdatePalette(name, pal); }
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void DrawSpriteList(IEnumerable<Renderable> images)
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{
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foreach (var image in images)
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Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
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}
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class SpriteComparer : IComparer<Renderable>
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{
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@@ -109,8 +98,8 @@ namespace OpenRA.Graphics
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Game.Renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(Game.viewport);
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DrawSpriteList(worldSprites);
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foreach (var image in worldSprites)
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Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
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uiOverlay.Draw(world);
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Game.Renderer.SpriteRenderer.Flush();
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DrawBandBox();
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@@ -174,10 +163,10 @@ namespace OpenRA.Graphics
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Game.Renderer.LineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow, false);
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DrawSelectionBox(u, Color.Yellow);
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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public void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var bounds = selectedUnit.GetBounds(true);
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@@ -195,140 +184,8 @@ namespace OpenRA.Graphics
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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if (drawHealthBar)
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{
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DrawHealthBar(selectedUnit, xy, Xy);
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DrawControlGroup(selectedUnit, xy);
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// Only display pips and tags to the owner
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if (selectedUnit.Owner == world.LocalPlayer)
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{
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DrawPips(selectedUnit, xY);
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DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
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}
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}
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if (Game.Settings.PathDebug)
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DrawUnitPath(selectedUnit);
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}
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void DrawUnitPath(Actor selectedUnit)
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{
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var mobile = selectedUnit.traits.WithInterface<IMove>().FirstOrDefault();
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if (mobile != null)
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{
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var unit = selectedUnit.traits.Get<Unit>();
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var alt = (unit != null)? new float2(0, -unit.Altitude) : float2.Zero;
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var path = mobile.GetCurrentPath(selectedUnit);
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var start = selectedUnit.CenterLocation + alt;
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var c = Color.Green;
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foreach (var step in path)
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{
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var stp = step + alt;
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DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
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DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
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DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
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DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
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DrawLine(start, stp, c, c);
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start = stp;
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}
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}
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}
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void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
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{
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var c = Color.Gray;
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Traits.Get<OwnedActorInfo>().HP;
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var healthColor = (healthAmount < selectedUnit.World.Defaults.ConditionRed) ? Color.Red
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: (healthAmount < selectedUnit.World.Defaults.ConditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(xy, Xy, healthAmount);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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}
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
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static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
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void DrawControlGroup(Actor selectedUnit, float2 basePosition)
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{
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var group = Game.controller.selection.GetControlGroupForActor(selectedUnit);
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if (group == null) return;
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), "chrome");
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}
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void DrawPips(Actor selectedUnit, float2 basePosition)
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{
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// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
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var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
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var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips(selectedUnit))
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{
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if (pipxyOffset.X+5 > selectedUnit.GetBounds(false).Width)
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{
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 4;
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}
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var pipImages = new Animation("pips");
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, "chrome");
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pipxyOffset += new float2(4, 0);
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}
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// Increment row
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 5;
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}
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}
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void DrawTags(Actor selectedUnit, float2 basePosition)
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{
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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foreach (var tags in selectedUnit.traits.WithInterface<ITags>())
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{
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foreach (var tag in tags.GetTags())
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{
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if (tag == TagType.None)
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continue;
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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Game.Renderer.SpriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, "chrome");
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// Increment row
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tagxyOffset.Y += 8;
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}
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}
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}
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public void DrawLocus(Color c, int2[] cells)
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{
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var dict = cells.ToDictionary(a => a, a => 0);
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@@ -39,10 +39,8 @@ namespace OpenRA.Orders
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{
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foreach (var a in Game.controller.selection.Actors)
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{
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world.WorldRenderer.DrawSelectionBox(a, Color.White, true);
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if (a.Owner == world.LocalPlayer)
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foreach (var t in a.traits.WithInterface<IRenderSelection>())
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t.Render(a);
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foreach (var t in a.traits.WithInterface<IRenderSelection>())
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t.Render(a);
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}
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}
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@@ -8,6 +8,10 @@
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Graphics;
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using System.Linq;
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namespace OpenRA.Traits
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{
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public class SelectableInfo : TraitInfo<Selectable>
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@@ -19,5 +23,159 @@ namespace OpenRA.Traits
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public readonly float Radius = 10;
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}
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public class Selectable {}
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public class Selectable : IRenderSelection
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{
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
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static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
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public void Render (Actor self)
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{
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var bounds = self.GetBounds(true);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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DrawSelectionBox(self, xy, Xy, xY, XY, Color.White);
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DrawHealthBar(self, xy, Xy);
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DrawControlGroup(self, xy);
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DrawPips(self, xY);
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DrawTags(self, new float2(.5f * (bounds.Left + bounds.Right), bounds.Top));
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DrawUnitPath(self);
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}
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void DrawSelectionBox(Actor self, float2 xy, float2 Xy, float2 xY, float2 XY, Color c)
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{
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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void DrawHealthBar(Actor self, float2 xy, float2 Xy)
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{
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var c = Color.Gray;
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)self.Health / self.Info.Traits.Get<OwnedActorInfo>().HP;
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var healthColor = (healthAmount < self.World.Defaults.ConditionRed) ? Color.Red
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: (healthAmount < self.World.Defaults.ConditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(xy, Xy, healthAmount);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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}
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void DrawControlGroup(Actor self, float2 basePosition)
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{
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var group = Game.controller.selection.GetControlGroupForActor(self);
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if (group == null) return;
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), "chrome");
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}
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void DrawPips(Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
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var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
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var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in self.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips(self))
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{
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if (pipxyOffset.X+5 > self.GetBounds(false).Width)
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{
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 4;
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}
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var pipImages = new Animation("pips");
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, "chrome");
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pipxyOffset += new float2(4, 0);
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}
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// Increment row
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 5;
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}
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}
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void DrawTags(Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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foreach (var tags in self.traits.WithInterface<ITags>())
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{
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foreach (var tag in tags.GetTags())
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{
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if (tag == TagType.None)
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continue;
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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Game.Renderer.SpriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, "chrome");
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// Increment row
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tagxyOffset.Y += 8;
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}
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}
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}
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void DrawUnitPath(Actor self)
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{
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if (!Game.Settings.PathDebug) return;
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var mobile = self.traits.WithInterface<IMove>().FirstOrDefault();
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if (mobile != null)
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{
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var unit = self.traits.Get<Unit>();
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var alt = (unit != null)? new float2(0, -unit.Altitude) : float2.Zero;
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var path = mobile.GetCurrentPath(self);
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var start = self.CenterLocation + alt;
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var c = Color.Green;
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foreach (var step in path)
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{
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var stp = step + alt;
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(start, stp, c, c);
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start = stp;
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}
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}
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}
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}
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}
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.RA.Effects
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float2 norm = new float2(-unit.Y, unit.X);
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for (int i = -radius; i < radius; i++)
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Game.world.WorldRenderer.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
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Game.Renderer.LineRenderer.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
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yield break;
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}
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@@ -135,6 +135,9 @@ namespace OpenRA.Mods.RA
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public void Render(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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if (minefield != null)
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Game.world.WorldRenderer.DrawLocus(Color.Cyan, minefield);
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}
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Orders
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public void Tick( World world ) { }
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public void Render( World world )
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.White, true);
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world.WorldRenderer.DrawSelectionBox(self, Color.White);
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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@@ -18,6 +18,9 @@ namespace OpenRA.Mods.RA
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{
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public void Render(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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self.World.WorldRenderer.DrawRangeCircle(
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Color.FromArgb(128, Color.LimeGreen),
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self.CenterLocation, self.Info.Traits.Get<DetectCloakedInfo>().Range);
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@@ -18,6 +18,9 @@ namespace OpenRA.Mods.RA
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{
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public void Render(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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self.World.WorldRenderer.DrawRangeCircle(
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Color.FromArgb(128, Color.Yellow),
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self.CenterLocation, (int)self.GetPrimaryWeapon().Range);
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|
||||
@@ -135,7 +135,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public void Render(World world)
|
||||
{
|
||||
world.WorldRenderer.DrawSelectionBox(self, Color.Red, true);
|
||||
world.WorldRenderer.DrawSelectionBox(self, Color.Red);
|
||||
}
|
||||
|
||||
public string GetCursor(World world, int2 xy, MouseInput mi)
|
||||
|
||||
Reference in New Issue
Block a user