big pile of Render refactoring

This commit is contained in:
alzeih
2010-07-21 18:57:42 +12:00
parent 84e1ed1cf9
commit 2f9f539857
28 changed files with 99 additions and 136 deletions

View File

@@ -19,13 +19,10 @@ namespace OpenRA
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
public UiOverlay(SpriteRenderer spriteRenderer)
public UiOverlay()
{
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x0f);
buildBlocked = SynthesizeTile(0x08);
unitDebug = SynthesizeTile(0x04);
@@ -51,7 +48,7 @@ namespace OpenRA
for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
if (uim.GetUnitsAt(new int2(i, j)).Any())
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
Game.Renderer.SpriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
}
}
@@ -65,7 +62,7 @@ namespace OpenRA
if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
{
foreach (var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi))
spriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
Game.Renderer.SpriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
? buildOk : buildBlocked, Game.CellSize * t, "terrain");
}
else
@@ -73,11 +70,11 @@ namespace OpenRA
var res = world.WorldActor.traits.Get<ResourceLayer>();
var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
foreach (var t in Footprint.Tiles(name, bi, topLeft))
spriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
Game.Renderer.SpriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
? buildOk : buildBlocked, Game.CellSize * t, "terrain");
}
spriteRenderer.Flush();
Game.Renderer.SpriteRenderer.Flush();
}
}