Everything is now OpenRA, not OpenRa
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79
OpenRA.Game/UiOverlay.cs
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79
OpenRA.Game/UiOverlay.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Drawing;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA
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{
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class UiOverlay
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{
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SpriteRenderer spriteRenderer;
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Sprite buildOk, buildBlocked, unitDebug;
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public static bool ShowUnitDebug = false;
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public UiOverlay(SpriteRenderer spriteRenderer)
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{
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this.spriteRenderer = spriteRenderer;
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buildOk = SynthesizeTile(0x80);
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buildBlocked = SynthesizeTile(0xe6);
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unitDebug = SynthesizeTile(0x7c);
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}
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static Sprite SynthesizeTile(byte paletteIndex)
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{
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byte[] data = new byte[Game.CellSize * Game.CellSize];
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for (int i = 0; i < Game.CellSize; i++)
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for (int j = 0; j < Game.CellSize; j++)
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data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
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return SheetBuilder.SharedInstance.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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public void Draw( World world )
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{
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if (ShowUnitDebug)
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for (var j = 0; j < 128; j++)
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for (var i = 0; i < 128; i++)
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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}
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public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
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{
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var position = Game.controller.MousePosition.ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach( var t in Footprint.Tiles( name, bi, topLeft ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
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? buildOk : buildBlocked, Game.CellSize * t, "terrain" );
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spriteRenderer.Flush();
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}
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}
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}
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