Replace 'Always show Healthbars' checkbox with dropdown

The player can now cycle between;
-Standard: Health and Status bars display only on mouse hover.
-Show On Damage: Health shows on damaged actors, Status always shows.
-Always Show: Health and Status bars are always displayed.
This commit is contained in:
DArcy Rush
2015-10-16 20:37:08 +01:00
committed by DArcy Rush
parent 70de26557b
commit 8eb34f3cfa
8 changed files with 95 additions and 28 deletions

View File

@@ -18,17 +18,26 @@ namespace OpenRA.Graphics
{
readonly WPos pos;
readonly Actor actor;
readonly bool displayHealth;
readonly bool displayExtra;
public SelectionBarsRenderable(Actor actor)
: this(actor.CenterPosition, actor) { }
public SelectionBarsRenderable(Actor actor, bool displayHealth, bool displayExtra)
: this(actor.CenterPosition, actor)
{
this.displayHealth = displayHealth;
this.displayExtra = displayExtra;
}
public SelectionBarsRenderable(WPos pos, Actor actor)
: this()
{
this.pos = pos;
this.actor = actor;
}
public WPos Pos { get { return pos; } }
public bool DisplayHealth { get { return displayHealth; } }
public bool DisplayExtra { get { return displayExtra; } }
public PaletteReference Palette { get { return null; } }
public int ZOffset { get { return 0; } }
@@ -164,8 +173,11 @@ namespace OpenRA.Graphics
var start = new float2(bounds.Left + 1, bounds.Top);
var end = new float2(bounds.Right - 1, bounds.Top);
DrawHealthBar(wr, health, start, end);
DrawExtraBars(wr, start, end);
if (DisplayHealth)
DrawHealthBar(wr, health, start, end);
if (DisplayExtra)
DrawExtraBars(wr, start, end);
}
public void RenderDebugGeometry(WorldRenderer wr) { }

View File

@@ -183,13 +183,26 @@ namespace OpenRA.Graphics
foreach (var r in g)
r.RenderDebugGeometry(this);
if (World.Type == WorldType.Regular && Game.Settings.Game.AlwaysShowStatusBars)
if (World.Type == WorldType.Regular)
{
foreach (var g in World.ActorsHavingTrait<Selectable>().Where(a => !a.Disposed
&& !World.FogObscures(a)
&& !World.Selection.Actors.Contains(a)))
{
if (Game.Settings.Game.StatusBars == StatusBarsType.Standard)
new SelectionBarsRenderable(g, false, false).Render(this);
DrawRollover(g);
if (Game.Settings.Game.StatusBars == StatusBarsType.AlwaysShow)
new SelectionBarsRenderable(g, true, true).Render(this);
if (Game.Settings.Game.StatusBars == StatusBarsType.DamageShow)
{
if (g.GetDamageState() != DamageState.Undamaged)
new SelectionBarsRenderable(g, true, true).Render(this);
else
new SelectionBarsRenderable(g, false, true).Render(this);
}
}
}
Game.Renderer.Flush();
@@ -198,7 +211,7 @@ namespace OpenRA.Graphics
public void DrawRollover(Actor unit)
{
if (unit.Info.HasTraitInfo<SelectableInfo>())
new SelectionBarsRenderable(unit).Render(this);
new SelectionBarsRenderable(unit, true, true).Render(this);
}
public void DrawRangeCircle(WPos pos, WDist range, Color c)