Introduce ActorPreviewWidget.

This commit is contained in:
Paul Chote
2014-07-20 23:27:23 +12:00
committed by Paul Chote
parent db1a27b071
commit 268ca94dc1
5 changed files with 139 additions and 0 deletions

View File

@@ -502,6 +502,10 @@ namespace OpenRA
using (new PerfSample("render_widgets"))
{
Game.Renderer.WorldVoxelRenderer.BeginFrame();
Ui.PrepareRenderables();
Game.Renderer.WorldVoxelRenderer.EndFrame();
Ui.Draw();
if (ModData != null && ModData.CursorProvider != null)

View File

@@ -108,7 +108,11 @@ namespace OpenRA.Graphics
public void BeginFrame(int2 scroll, float zoom)
{
Device.Clear();
SetViewportParams(scroll, zoom);
}
public void SetViewportParams(int2 scroll, float zoom)
{
var resolutionChanged = lastResolution != Resolution;
if (resolutionChanged)
{

View File

@@ -72,6 +72,8 @@ namespace OpenRA.Widgets
public static void Tick() { Root.TickOuter(); }
public static void PrepareRenderables() { Root.PrepareRenderablesOuter(); }
public static void Draw() { Root.DrawOuter(); }
public static bool HandleInput(MouseInput mi)
@@ -387,6 +389,18 @@ namespace OpenRA.Widgets
return handled;
}
public virtual void PrepareRenderables() { }
public virtual void PrepareRenderablesOuter()
{
if (IsVisible())
{
PrepareRenderables();
foreach (var child in Children)
child.PrepareRenderablesOuter();
}
}
public virtual void Draw() { }
public virtual void DrawOuter()

View File

@@ -510,6 +510,7 @@
<Compile Include="SpriteLoaders\TmpRALoader.cs" />
<Compile Include="SpriteLoaders\TmpTDLoader.cs" />
<Compile Include="SpriteLoaders\ShpD2Loader.cs" />
<Compile Include="Widgets\ActorPreviewWidget.cs" />
<Compile Include="Widgets\TerrainTemplatePreviewWidget.cs" />
<Compile Include="LoadScreens\LogoStripeLoadScreen.cs" />
<Compile Include="LoadScreens\BlankLoadScreen.cs" />

View File

@@ -0,0 +1,116 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
public class ActorPreviewWidget : Widget
{
public bool Animate = false;
public Func<float> GetScale = () => 1f;
readonly WorldRenderer worldRenderer;
IActorPreview[] preview = new IActorPreview[0];
public int2 PreviewOffset { get; private set; }
public int2 IdealPreviewSize { get; private set; }
[ObjectCreator.UseCtor]
public ActorPreviewWidget(WorldRenderer worldRenderer)
{
this.worldRenderer = worldRenderer;
}
protected ActorPreviewWidget(ActorPreviewWidget other)
: base(other)
{
preview = other.preview;
worldRenderer = other.worldRenderer;
}
public override Widget Clone() { return new ActorPreviewWidget(this); }
public void SetPreview(ActorInfo actor, Player owner, TypeDictionary td)
{
var init = new ActorPreviewInitializer(actor, owner, worldRenderer, td);
preview = actor.Traits.WithInterface<IRenderActorPreviewInfo>()
.SelectMany(rpi => rpi.RenderPreview(init))
.ToArray();
// Calculate the preview bounds
PreviewOffset = int2.Zero;
IdealPreviewSize = int2.Zero;
var r = preview
.SelectMany(p => p.Render(worldRenderer, WPos.Zero))
.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey)
.Select(rr => rr.PrepareRender(worldRenderer));
if (r.Any())
{
var b = r.First().ScreenBounds(worldRenderer);
foreach (var rr in r.Skip(1))
b = Rectangle.Union(b, rr.ScreenBounds(worldRenderer));
IdealPreviewSize = new int2(b.Width, b.Height);
PreviewOffset = -new int2(b.Left, b.Top) - IdealPreviewSize / 2;
}
}
IFinalizedRenderable[] renderables;
public override void PrepareRenderables()
{
renderables = preview
.SelectMany(p => p.Render(worldRenderer, WPos.Zero))
.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey)
.Select(r => r.PrepareRender(worldRenderer))
.ToArray();
}
public override void Draw()
{
// HACK: The split between world and UI shaders is a giant PITA because it isn't
// feasible to maintain two parallel sets of renderables for the two cases.
// Instead, we temporarily hijack the world rendering context and set the position
// and zoom values to give the desired screen position and size.
var scale = GetScale();
var origin = RenderOrigin + new int2(RenderBounds.Size.Width / 2, RenderBounds.Size.Height / 2);
// The scale affects world -> screen transform, which we don't want when drawing the (fixed) UI.
if (scale != 1f)
origin = (1f / scale * origin.ToFloat2()).ToInt2();
Game.Renderer.Flush();
Game.Renderer.SetViewportParams(-origin - PreviewOffset, scale);
foreach (var r in renderables)
r.Render(worldRenderer);
Game.Renderer.Flush();
Game.Renderer.SetViewportParams(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
}
public override void Tick()
{
if (Animate)
foreach (var p in preview)
p.Tick();
}
}
}