Use TerrainSpriteLayers for editor resources.

This commit is contained in:
Paul Chote
2015-07-06 20:12:51 +01:00
parent 60792abad8
commit 1f0f8c953b

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
public virtual object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self); }
}
public class EditorResourceLayer : IWorldLoaded, IRenderOverlay
public class EditorResourceLayer : IWorldLoaded, IRenderOverlay, INotifyActorDisposing
{
protected readonly Map Map;
protected readonly TileSet Tileset;
@@ -36,6 +36,8 @@ namespace OpenRA.Mods.Common.Traits
protected readonly CellLayer<CellContents> Tiles;
protected readonly HashSet<CPos> Dirty = new HashSet<CPos>();
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
public EditorResourceLayer(Actor self)
{
if (self.World.Type != WorldType.Editor)
@@ -58,6 +60,28 @@ namespace OpenRA.Mods.Common.Traits
foreach (var cell in Map.AllCells)
UpdateCell(cell);
// Build the sprite layer dictionary for rendering resources
// All resources that have the same palette must also share a sheet and blend mode
foreach (var r in Resources)
{
var res = r;
var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
{
var first = res.Value.Variants.First().Value.First();
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, false);
});
// Validate that sprites are compatible with this layer
var sheet = layer.Sheet;
if (res.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = layer.BlendMode;
if (res.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different palettes for resource types that use different blend modes.");
}
}
public void UpdateCell(CPos cell)
@@ -141,18 +165,39 @@ namespace OpenRA.Mods.Common.Traits
return;
foreach (var c in Dirty)
{
if (Tiles.Contains(c))
Tiles[c] = UpdateDirtyTile(c);
{
var resource = UpdateDirtyTile(c);
Tiles[c] = resource;
foreach (var kv in spriteLayers)
{
// resource.Type is meaningless (and may be null) if resource.Sprite is null
if (resource.Sprite != null && resource.Type.Palette == kv.Key)
kv.Value.Update(c, resource.Sprite);
else
kv.Value.Update(c, null);
}
}
}
Dirty.Clear();
foreach (var uv in wr.Viewport.AllVisibleCells.MapCoords)
{
var t = Tiles[uv];
if (t.Sprite != null)
new SpriteRenderable(t.Sprite, wr.World.Map.CenterOfCell(uv.ToCPos(Map)),
WVec.Zero, -511, t.Type.Palette, 1f, true).Render(wr);
}
foreach (var l in spriteLayers.Values)
l.Draw(wr.Viewport);
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
foreach (var kv in spriteLayers.Values)
kv.Dispose();
disposed = true;
}
}
}