IOrderGenerator now renders itself (Removed various cast and is fails.). - Fixed silly bug in prev.

This commit is contained in:
Bob
2009-11-14 03:09:27 +13:00
parent c285f1d210
commit 5e3f2aa861
6 changed files with 140 additions and 132 deletions

View File

@@ -1,40 +1,40 @@
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Collections.Generic;
using OpenRa.Game.Traits;
using OpenRa.Game.Support;
namespace OpenRa.Game.Graphics
{
class WorldRenderer
using OpenRa.Game.Support;
namespace OpenRa.Game.Graphics
{
class WorldRenderer
{
public readonly TerrainRenderer terrainRenderer;
public readonly SpriteRenderer spriteRenderer;
public readonly LineRenderer lineRenderer;
public readonly Region region;
public readonly UiOverlay uiOverlay;
readonly Renderer renderer;
public static bool ShowUnitPaths = false;
public WorldRenderer(Renderer renderer)
public readonly TerrainRenderer terrainRenderer;
public readonly SpriteRenderer spriteRenderer;
public readonly LineRenderer lineRenderer;
public readonly Region region;
public readonly UiOverlay uiOverlay;
readonly Renderer renderer;
public static bool ShowUnitPaths = false;
public WorldRenderer(Renderer renderer)
{
terrainRenderer = new TerrainRenderer( renderer, Game.map );
// TODO: this is layout policy. it belongs at a higher level than this.
// TODO: this is layout policy. it belongs at a higher level than this.
region = Region.Create(Game.viewport, DockStyle.Left,
Game.viewport.Width - 128, Draw,
Game.controller.HandleMouseInput);
Game.viewport.AddRegion(region);
Game.viewport.Width - 128, Draw,
Game.controller.HandleMouseInput);
Game.viewport.AddRegion(region);
this.renderer = renderer;
spriteRenderer = new SpriteRenderer(renderer, true);
lineRenderer = new LineRenderer(renderer);
uiOverlay = new UiOverlay(spriteRenderer);
}
spriteRenderer = new SpriteRenderer(renderer, true);
lineRenderer = new LineRenderer(renderer);
uiOverlay = new UiOverlay(spriteRenderer);
}
void DrawSpriteList(RectangleF rect,
IEnumerable<Tuple<Sprite, float2, int>> images)
@@ -92,10 +92,8 @@ namespace OpenRa.Game.Graphics
DrawSelectionBox(u, Color.Yellow, false);
}
var uog = Game.controller.orderGenerator as UnitOrderGenerator;
if (uog != null)
foreach (var a in uog.selection)
DrawSelectionBox(a, Color.White, true);
if( Game.controller.orderGenerator != null )
Game.controller.orderGenerator.Render();
lineRenderer.Flush();
@@ -109,81 +107,81 @@ namespace OpenRa.Game.Graphics
), new int2(5, 5), Color.White);
PerfHistory.Render(renderer, lineRenderer);
}
void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
{
var center = selectedUnit.CenterLocation;
var size = selectedUnit.SelectedSize;
var xy = center - 0.5f * size;
var XY = center + 0.5f * size;
var Xy = new float2(XY.X, xy.Y);
var xY = new float2(xy.X, XY.Y);
lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
if (drawHealthBar)
{
c = Color.Gray;
lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
var healthAmount = (float)selectedUnit.Health / selectedUnit.unitInfo.Strength;
var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
: Color.LimeGreen;
var healthColor2 = Color.FromArgb(
255,
healthColor.R / 2,
healthColor.G / 2,
healthColor.B / 2);
var z = float2.Lerp(xy, Xy, healthAmount);
lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0,-4), c, c);
lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
lineRenderer.DrawLine(xy + new float2(0, -3),
z + new float2(0, -3),
healthColor, healthColor);
lineRenderer.DrawLine(xy + new float2(0, -2),
z + new float2(0, -2),
healthColor2, healthColor2);
lineRenderer.DrawLine(xy + new float2(0, -4),
z + new float2(0, -4),
healthColor2, healthColor2);
}
if (ShowUnitPaths)
{
var mobile = selectedUnit.traits.GetOrDefault<Mobile>();
if (mobile != null)
{
var path = mobile.GetCurrentPath();
var start = selectedUnit.Location;
foreach (var step in path)
{
lineRenderer.DrawLine(
Game.CellSize * start + new float2(12, 12),
Game.CellSize * step + new float2(12, 12),
Color.Red, Color.Red);
start = step;
}
}
}
}
}
}
}
public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
{
var center = selectedUnit.CenterLocation;
var size = selectedUnit.SelectedSize;
var xy = center - 0.5f * size;
var XY = center + 0.5f * size;
var Xy = new float2(XY.X, xy.Y);
var xY = new float2(xy.X, XY.Y);
lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
if (drawHealthBar)
{
c = Color.Gray;
lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
var healthAmount = (float)selectedUnit.Health / selectedUnit.unitInfo.Strength;
var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
: Color.LimeGreen;
var healthColor2 = Color.FromArgb(
255,
healthColor.R / 2,
healthColor.G / 2,
healthColor.B / 2);
var z = float2.Lerp(xy, Xy, healthAmount);
lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0,-4), c, c);
lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
lineRenderer.DrawLine(xy + new float2(0, -3),
z + new float2(0, -3),
healthColor, healthColor);
lineRenderer.DrawLine(xy + new float2(0, -2),
z + new float2(0, -2),
healthColor2, healthColor2);
lineRenderer.DrawLine(xy + new float2(0, -4),
z + new float2(0, -4),
healthColor2, healthColor2);
}
if (ShowUnitPaths)
{
var mobile = selectedUnit.traits.GetOrDefault<Mobile>();
if (mobile != null)
{
var path = mobile.GetCurrentPath();
var start = selectedUnit.Location;
foreach (var step in path)
{
lineRenderer.DrawLine(
Game.CellSize * start + new float2(12, 12),
Game.CellSize * step + new float2(12, 12),
Color.Red, Color.Red);
start = step;
}
}
}
}
}
}