Merge pull request #7457 from pchote/actorpreviews

Introduce ActorPreviewWidget (and other related changes).
This commit is contained in:
Pavel Penev
2015-02-21 01:35:03 +02:00
40 changed files with 476 additions and 313 deletions

View File

@@ -10,12 +10,13 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.RA.Graphics
{
struct TeslaZapRenderable : IRenderable
struct TeslaZapRenderable : IRenderable, IFinalizedRenderable
{
static int[][] steps = new[]
{
@@ -38,7 +39,7 @@ namespace OpenRA.Mods.RA.Graphics
WPos cachedPos;
WVec cachedLength;
IEnumerable<IRenderable> cache;
IEnumerable<IFinalizedRenderable> cache;
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
{
@@ -52,22 +53,20 @@ namespace OpenRA.Mods.RA.Graphics
cachedPos = WPos.Zero;
cachedLength = WVec.Zero;
cache = new IRenderable[] { };
cache = new IFinalizedRenderable[] { };
}
public WPos Pos { get { return pos; } }
public float Scale { get { return 1f; } }
public PaletteReference Palette { get { return null; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable AsDecoration() { return this; }
public void BeforeRender(WorldRenderer wr) { }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void RenderDebugGeometry(WorldRenderer wr) { }
public void Render(WorldRenderer wr)
{
@@ -77,7 +76,9 @@ namespace OpenRA.Mods.RA.Graphics
cache.Do(c => c.Render(wr));
}
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
public IEnumerable<IFinalizedRenderable> GenerateRenderables(WorldRenderer wr)
{
var bright = wr.World.Map.SequenceProvider.GetSequence(image, "bright");
var dim = wr.World.Map.SequenceProvider.GetSequence(image, "dim");
@@ -93,13 +94,13 @@ namespace OpenRA.Mods.RA.Graphics
yield return z;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
{
var z = float2.Zero; /* hack */
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<IRenderable>();
var renderables = new List<IFinalizedRenderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
@@ -120,12 +121,12 @@ namespace OpenRA.Mods.RA.Graphics
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var rs = new List<IFinalizedRenderable>();
var z = from;
var pal = wr.Palette(palette);
@@ -135,7 +136,7 @@ namespace OpenRA.Mods.RA.Graphics
.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr));
z += new float2(step[0], step[1]);
if (rs.Count >= 1000)