strip a lot of dead crap from Minimap; fix bugs in prev; rudimentary input handler for minimap

This commit is contained in:
Chris Forbes
2010-04-28 11:14:21 +12:00
parent 79558dc57a
commit 2f4df42924
2 changed files with 30 additions and 23 deletions

View File

@@ -30,10 +30,10 @@ namespace OpenRA.Graphics
class Minimap
{
readonly World world;
Sheet sheet, mapOnlySheet;
Sheet sheet;
SpriteRenderer rgbaRenderer;
LineRenderer lineRenderer;
Sprite sprite, mapOnlySprite;
Sprite sprite;
Bitmap terrain, oreLayer;
Rectangle bounds;
@@ -42,13 +42,10 @@ namespace OpenRA.Graphics
const int alpha = 230;
public void Tick() { }
public Minimap(World world, Renderer r)
{
this.world = world;
sheet = new Sheet(r, new Size(world.Map.MapSize.X, world.Map.MapSize.Y));
mapOnlySheet = new Sheet(r, new Size(world.Map.MapSize.X, world.Map.MapSize.Y));
lineRenderer = new LineRenderer(r);
rgbaRenderer = r.RgbaSpriteRenderer;
@@ -59,8 +56,7 @@ namespace OpenRA.Graphics
bounds = new Rectangle(world.Map.TopLeft.X - dw, world.Map.TopLeft.Y - dh, size, size);
sprite = new Sprite(sheet, bounds, TextureChannel.Alpha);
mapOnlySprite = new Sprite(mapOnlySheet, bounds, TextureChannel.Alpha);
shroudColor = Color.FromArgb(alpha, Color.Black);
ownedSpawnPoint = ChromeProvider.GetImage(r, "spawnpoints", "owned");
@@ -97,16 +93,6 @@ namespace OpenRA.Graphics
return terrain;
}
public static Bitmap RenderTerrainBitmapWithSpawnPoints(Map map, TileSet tileset)
{
/* todo: do this a bit nicer */
var terrain = RenderTerrainBitmap(map, tileset);
foreach (var sp in map.SpawnPoints)
terrain.SetPixel(sp.X, sp.Y, Color.White);
return terrain;
}
public void Update()
{
if (terrain == null)
@@ -123,8 +109,6 @@ namespace OpenRA.Graphics
oreLayer.SetPixel(x, y, Color.FromArgb(alpha, terrainTypeColors[world.Map.Theater].ColorForTerrainType(TerrainType.Ore)));
}
mapOnlySheet.Texture.SetData(oreLayer);
if (!world.GameHasStarted || !world.Queries.OwnedBy[world.LocalPlayer].WithTrait<ProvidesRadar>().Any())
return;
@@ -159,9 +143,9 @@ namespace OpenRA.Graphics
sheet.Texture.SetData(bitmap);
}
public void Draw(RectangleF rect, bool mapOnly)
public void Draw(RectangleF rect)
{
rgbaRenderer.DrawSprite(mapOnly ? mapOnlySprite : sprite,
rgbaRenderer.DrawSprite(sprite,
new float2(rect.X, rect.Y), "chrome", new float2(rect.Width, rect.Height));
rgbaRenderer.Flush();
}