Rename SelectionBoxRenderable to SelectionBoxAnnotationRenderable.
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct SelectionBoxAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos pos;
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readonly Rectangle decorationBounds;
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readonly Color color;
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public SelectionBoxAnnotationRenderable(Actor actor, Rectangle decorationBounds, Color color)
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: this(actor.CenterPosition, decorationBounds, color) { }
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public SelectionBoxAnnotationRenderable(WPos pos, Rectangle decorationBounds, Color color)
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{
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this.pos = pos;
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this.decorationBounds = decorationBounds;
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this.color = color;
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}
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public WPos Pos { get { return pos; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return this; }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(WVec vec) { return new SelectionBoxAnnotationRenderable(pos + vec, decorationBounds, color); }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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var tl = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Left, decorationBounds.Top)).ToFloat2();
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var br = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Right, decorationBounds.Bottom)).ToFloat2();
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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var u = new float2(4, 0);
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var v = new float2(0, 4);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(new float3[] { tl + u, tl, tl + v }, 1, color, true);
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cr.DrawLine(new float3[] { tr - u, tr, tr + v }, 1, color, true);
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cr.DrawLine(new float3[] { br - u, br, br - v }, 1, color, true);
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cr.DrawLine(new float3[] { bl + u, bl, bl - v }, 1, color, true);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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