Rename SelectionBarsRenderable to SelectionBarsAnnotationRenderable.
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164
OpenRA.Mods.Common/Graphics/SelectionBarsAnnotationRenderable.cs
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164
OpenRA.Mods.Common/Graphics/SelectionBarsAnnotationRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct SelectionBarsAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos pos;
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readonly Actor actor;
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readonly bool displayHealth;
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readonly bool displayExtra;
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readonly Rectangle decorationBounds;
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public SelectionBarsAnnotationRenderable(Actor actor, Rectangle decorationBounds, bool displayHealth, bool displayExtra)
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: this(actor.CenterPosition, actor, decorationBounds)
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{
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this.displayHealth = displayHealth;
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this.displayExtra = displayExtra;
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}
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public SelectionBarsAnnotationRenderable(WPos pos, Actor actor, Rectangle decorationBounds)
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: this()
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{
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this.pos = pos;
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this.actor = actor;
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this.decorationBounds = decorationBounds;
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}
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public WPos Pos { get { return pos; } }
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public bool DisplayHealth { get { return displayHealth; } }
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public bool DisplayExtra { get { return displayExtra; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return this; }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(WVec vec) { return new SelectionBarsAnnotationRenderable(pos + vec, actor, decorationBounds); }
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public IRenderable AsDecoration() { return this; }
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void DrawExtraBars(WorldRenderer wr, float2 start, float2 end)
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{
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foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0 || extraBar.DisplayWhenEmpty)
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{
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var offset = new float2(0, 4);
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start += offset;
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end += offset;
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DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
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}
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}
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}
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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{
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4);
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var q = new float2(0, -3);
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var r = new float2(0, -2);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float3.Lerp(start, end, value);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(start + p, end + p, 1, c);
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cr.DrawLine(start + q, end + q, 1, c2);
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cr.DrawLine(start + r, end + r, 1, c);
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cr.DrawLine(start + p, z + p, 1, barColor2);
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cr.DrawLine(start + q, z + q, 1, barColor);
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cr.DrawLine(start + r, z + r, 1, barColor2);
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}
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Color GetHealthColor(IHealth health)
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{
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if (Game.Settings.Game.UsePlayerStanceColors)
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return actor.Owner.PlayerStanceColor(actor);
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return health.DamageState == DamageState.Critical ? Color.Red :
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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}
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void DrawHealthBar(WorldRenderer wr, IHealth health, float2 start, float2 end)
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{
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if (health == null || health.IsDead)
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return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4);
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var q = new float2(0, -3);
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var r = new float2(0, -2);
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var healthColor = GetHealthColor(health);
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float3.Lerp(start, end, (float)health.HP / health.MaxHP);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(start + p, end + p, 1, c);
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cr.DrawLine(start + q, end + q, 1, c2);
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cr.DrawLine(start + r, end + r, 1, c);
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cr.DrawLine(start + p, z + p, 1, healthColor2);
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cr.DrawLine(start + q, z + q, 1, healthColor);
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cr.DrawLine(start + r, z + r, 1, healthColor2);
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if (health.DisplayHP != health.HP)
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{
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var deltaColor = Color.OrangeRed;
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var deltaColor2 = Color.FromArgb(
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255,
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deltaColor.R / 2,
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deltaColor.G / 2,
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deltaColor.B / 2);
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var zz = float3.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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cr.DrawLine(z + p, zz + p, 1, deltaColor2);
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cr.DrawLine(z + q, zz + q, 1, deltaColor);
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cr.DrawLine(z + r, zz + r, 1, deltaColor2);
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}
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}
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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if (!actor.IsInWorld || actor.IsDead)
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return;
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var health = actor.TraitOrDefault<IHealth>();
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var start = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Left + 1, decorationBounds.Top));
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var end = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Right - 1, decorationBounds.Top));
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if (DisplayHealth)
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DrawHealthBar(wr, health, start, end);
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if (DisplayExtra)
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DrawExtraBars(wr, start, end);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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