Add CellRegion and CellLayer classes to simplify map overlays.
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105
OpenRA.Game/Map/CellLayer.cs
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105
OpenRA.Game/Map/CellLayer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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// Represents a layer of "something" that covers the map
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public class CellLayer<T> : IEnumerable<T>
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{
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public readonly Size Size;
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T[] entries;
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public CellLayer(Map map)
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: this(new Size(map.MapSize.X, map.MapSize.Y)) { }
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public CellLayer(Size size)
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{
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Size = size;
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entries = new T[size.Width * size.Height];
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}
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// Resolve an array index from cell coordinates
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int Index(CPos cell)
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{
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// This will eventually define a distinct case for diagonal cell grids
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return cell.Y * Size.Width + cell.X;
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}
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/// <summary>Gets or sets the <see cref="OpenRA.CellLayer"/> using cell coordinates</summary>
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public T this[CPos cell]
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{
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get
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{
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return entries[Index(cell)];
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}
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set
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{
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entries[Index(cell)] = value;
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}
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}
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/// <summary>Gets or sets the layer contents using raw map coordinates (not CPos!)</summary>
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public T this[int u, int v]
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{
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get
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{
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return entries[v * Size.Width + u];
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}
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set
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{
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entries[v * Size.Width + u] = value;
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}
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}
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/// <summary>Clears the layer contents with a known value</summary>
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public void Clear(T clearValue)
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{
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for (var i = 0; i < entries.Length; i++)
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entries[i] = clearValue;
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}
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public IEnumerator<T> GetEnumerator()
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{
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return (IEnumerator<T>)entries.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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// Helper functions
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public static class CellLayer
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{
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/// <summary>Create a new layer by resizing another layer. New cells are filled with defaultValue.</summary>
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public static CellLayer<T> Resize<T>(CellLayer<T> layer, Size newSize, T defaultValue)
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{
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var result = new CellLayer<T>(newSize);
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var width = Math.Min(layer.Size.Width, newSize.Width);
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var height = Math.Min(layer.Size.Height, newSize.Height);
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result.Clear(defaultValue);
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for (var j = 0; j < height; j++)
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for (var i = 0; i < width; i++)
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result[i, j] = layer[i, j];
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return result;
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}
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}
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}
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101
OpenRA.Game/Map/CellRegion.cs
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101
OpenRA.Game/Map/CellRegion.cs
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@@ -0,0 +1,101 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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// Represents a (on-screen) rectangular collection of tiles.
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// TopLeft and BottomRight are inclusive
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public class CellRegion : IEnumerable<CPos>
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{
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// Corners of the region
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public readonly CPos TopLeft;
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public readonly CPos BottomRight;
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// Corners in map coordinates
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// Defined for forward compatibility with diagonal cell grids
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readonly CPos mapTopLeft;
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readonly CPos mapBottomRight;
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public CellRegion(CPos topLeft, CPos bottomRight)
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{
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TopLeft = topLeft;
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BottomRight = bottomRight;
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mapTopLeft = TopLeft;
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mapBottomRight = BottomRight;
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}
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public bool Contains(CPos cell)
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{
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// Defined for forward compatibility with diagonal cell grids
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var uv = cell;
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return uv.X >= mapTopLeft.X && uv.X <= mapBottomRight.X && uv.Y >= mapTopLeft.Y && uv.Y <= mapBottomRight.Y;
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}
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public IEnumerator<CPos> GetEnumerator()
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{
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return new CellRegionEnumerator(this);
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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class CellRegionEnumerator : IEnumerator<CPos>
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{
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readonly CellRegion r;
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// Current position, in map coordinates
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int u, v;
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public CellRegionEnumerator(CellRegion region)
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{
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r = region;
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Reset();
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}
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public bool MoveNext()
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{
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u += 1;
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// Check for column overflow
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if (u > r.mapBottomRight.X)
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{
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v += 1;
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u = r.mapTopLeft.X;
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// Check for row overflow
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if (v > r.mapBottomRight.Y)
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return false;
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}
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return true;
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}
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public void Reset()
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{
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// Enumerator starts *before* the first element in the sequence.
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u = r.mapTopLeft.X - 1;
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v = r.mapTopLeft.Y;
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}
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public CPos Current { get { return new CPos(u, v); } }
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object IEnumerator.Current { get { return Current; } }
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public void Dispose() { }
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}
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}
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}
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@@ -235,6 +235,8 @@
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<Compile Include="Support\MersenneTwister.cs" />
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<Compile Include="GameInformation.cs" />
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<Compile Include="Widgets\RootWidget.cs" />
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<Compile Include="Map\CellLayer.cs" />
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<Compile Include="Map\CellRegion.cs" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="FileSystem\D2kSoundResources.cs" />
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@@ -358,4 +360,4 @@
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</Target>
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-->
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<ItemGroup />
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</Project>
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</Project>
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