Fix IDE0032
This commit is contained in:
committed by
Pavel Penev
parent
e64c0a35c5
commit
98c4eaca83
@@ -37,12 +37,13 @@ namespace OpenRA.Graphics
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readonly List<Sheet> sheets = new List<Sheet>();
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readonly Func<Sheet> allocateSheet;
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readonly int margin;
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Sheet current;
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TextureChannel channel;
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int rowHeight = 0;
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int2 p;
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public Sheet Current { get; private set; }
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public TextureChannel CurrentChannel { get; private set; }
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public IEnumerable<Sheet> AllSheets => sheets;
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public static Sheet AllocateSheet(SheetType type, int sheetSize)
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{
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return new Sheet(type, new Size(sheetSize, sheetSize));
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@@ -73,10 +74,10 @@ namespace OpenRA.Graphics
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public SheetBuilder(SheetType t, Func<Sheet> allocateSheet, int margin = 1)
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{
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channel = t == SheetType.Indexed ? TextureChannel.Red : TextureChannel.RGBA;
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CurrentChannel = t == SheetType.Indexed ? TextureChannel.Red : TextureChannel.RGBA;
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Type = t;
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current = allocateSheet();
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sheets.Add(current);
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Current = allocateSheet();
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sheets.Add(Current);
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this.allocateSheet = allocateSheet;
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this.margin = margin;
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}
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@@ -87,11 +88,11 @@ namespace OpenRA.Graphics
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{
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// Don't bother allocating empty sprites
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if (size.Width == 0 || size.Height == 0)
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return new Sprite(current, Rectangle.Empty, 0, spriteOffset, channel, BlendMode.Alpha);
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return new Sprite(Current, Rectangle.Empty, 0, spriteOffset, CurrentChannel, BlendMode.Alpha);
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var rect = Allocate(size, zRamp, spriteOffset);
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Util.FastCopyIntoChannel(rect, src, type);
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current.CommitBufferedData();
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Current.CommitBufferedData();
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return rect;
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}
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@@ -99,7 +100,7 @@ namespace OpenRA.Graphics
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{
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var rect = Allocate(new Size(src.Width, src.Height), scale);
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Util.FastCopyIntoSprite(rect, src);
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current.CommitBufferedData();
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Current.CommitBufferedData();
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return rect;
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}
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@@ -115,7 +116,7 @@ namespace OpenRA.Graphics
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public Sprite Allocate(Size imageSize, float scale = 1f) { return Allocate(imageSize, 0, float3.Zero, scale); }
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public Sprite Allocate(Size imageSize, float zRamp, in float3 spriteOffset, float scale = 1f)
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{
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if (imageSize.Width + p.X + margin > current.Size.Width)
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if (imageSize.Width + p.X + margin > Current.Size.Width)
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{
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p = new int2(0, p.Y + rowHeight + margin);
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rowHeight = imageSize.Height;
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@@ -124,33 +125,29 @@ namespace OpenRA.Graphics
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if (imageSize.Height > rowHeight)
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rowHeight = imageSize.Height;
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if (p.Y + imageSize.Height + margin > current.Size.Height)
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if (p.Y + imageSize.Height + margin > Current.Size.Height)
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{
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var next = NextChannel(channel);
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var next = NextChannel(CurrentChannel);
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if (next == null)
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{
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current.ReleaseBuffer();
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current = allocateSheet();
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sheets.Add(current);
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channel = Type == SheetType.Indexed ? TextureChannel.Red : TextureChannel.RGBA;
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Current.ReleaseBuffer();
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Current = allocateSheet();
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sheets.Add(Current);
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CurrentChannel = Type == SheetType.Indexed ? TextureChannel.Red : TextureChannel.RGBA;
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}
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else
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channel = next.Value;
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CurrentChannel = next.Value;
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rowHeight = imageSize.Height;
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p = int2.Zero;
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}
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var rect = new Sprite(current, new Rectangle(p.X + margin, p.Y + margin, imageSize.Width, imageSize.Height), zRamp, spriteOffset, channel, BlendMode.Alpha, scale);
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var rect = new Sprite(Current, new Rectangle(p.X + margin, p.Y + margin, imageSize.Width, imageSize.Height), zRamp, spriteOffset, CurrentChannel, BlendMode.Alpha, scale);
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p += new int2(imageSize.Width + margin, 0);
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return rect;
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}
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public Sheet Current => current;
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public TextureChannel CurrentChannel => channel;
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public IEnumerable<Sheet> AllSheets => sheets;
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public void Dispose()
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{
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foreach (var sheet in sheets)
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@@ -21,102 +21,95 @@ namespace OpenRA.Graphics
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readonly Sprite sprite;
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readonly WPos pos;
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readonly WVec offset;
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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readonly WAngle rotation = WAngle.Zero;
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readonly float3 tint;
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readonly TintModifiers tintModifiers;
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readonly float alpha;
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readonly bool isDecoration;
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
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float3 tint, TintModifiers tintModifiers, bool isDecoration, WAngle rotation)
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{
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this.sprite = sprite;
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this.pos = pos;
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this.offset = offset;
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this.zOffset = zOffset;
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this.palette = palette;
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Offset = offset;
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ZOffset = zOffset;
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Palette = palette;
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this.scale = scale;
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this.rotation = rotation;
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this.tint = tint;
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this.isDecoration = isDecoration;
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this.tintModifiers = tintModifiers;
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this.alpha = alpha;
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Tint = tint;
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IsDecoration = isDecoration;
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TintModifiers = tintModifiers;
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Alpha = alpha;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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this.palette = null;
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Palette = null;
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}
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
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float3 tint, TintModifiers tintModifiers, bool isDecoration)
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: this(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, WAngle.Zero) { }
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public WPos Pos => pos + offset;
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public WVec Offset => offset;
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public PaletteReference Palette => palette;
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public int ZOffset => zOffset;
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public bool IsDecoration => isDecoration;
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public WPos Pos => pos + Offset;
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public WVec Offset { get; }
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public PaletteReference Palette { get; }
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public int ZOffset { get; }
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public bool IsDecoration { get; }
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public float Alpha => alpha;
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public float3 Tint => tint;
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public TintModifiers TintModifiers => tintModifiers;
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public float Alpha { get; }
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public float3 Tint { get; }
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public TintModifiers TintModifiers { get; }
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public IPalettedRenderable WithPalette(PaletteReference newPalette)
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{
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return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, newPalette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable WithZOffset(int newOffset)
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{
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return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
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return new SpriteRenderable(sprite, pos, Offset, newOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable OffsetBy(in WVec vec)
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{
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return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
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return new SpriteRenderable(sprite, pos + vec, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable AsDecoration()
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{
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return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, true, rotation);
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, true, rotation);
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}
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public IModifyableRenderable WithAlpha(float newAlpha)
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{
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return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, newAlpha, tint, tintModifiers, isDecoration, rotation);
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, newAlpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers)
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{
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return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, newTint, newTintModifiers, isDecoration, rotation);
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, newTint, newTintModifiers, IsDecoration, rotation);
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}
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float3 ScreenPosition(WorldRenderer wr)
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{
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var s = 0.5f * scale * sprite.Size;
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return wr.Screen3DPxPosition(pos) + wr.ScreenPxOffset(offset) - new float3((int)s.X, (int)s.Y, s.Z);
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return wr.Screen3DPxPosition(pos) + wr.ScreenPxOffset(Offset) - new float3((int)s.X, (int)s.Y, s.Z);
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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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var wsr = Game.Renderer.WorldSpriteRenderer;
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var t = alpha * tint;
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if (wr.TerrainLighting != null && (tintModifiers & TintModifiers.IgnoreWorldTint) == 0)
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var t = Alpha * Tint;
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if (wr.TerrainLighting != null && (TintModifiers & TintModifiers.IgnoreWorldTint) == 0)
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t *= wr.TerrainLighting.TintAt(pos);
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// Shader interprets negative alpha as a flag to use the tint colour directly instead of multiplying the sprite colour
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var a = alpha;
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if ((tintModifiers & TintModifiers.ReplaceColor) != 0)
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var a = Alpha;
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if ((TintModifiers & TintModifiers.ReplaceColor) != 0)
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a *= -1;
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wsr.DrawSprite(sprite, palette, ScreenPosition(wr), scale, t, a, rotation.RendererRadians());
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wsr.DrawSprite(sprite, Palette, ScreenPosition(wr), scale, t, a, rotation.RendererRadians());
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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@@ -16,10 +16,7 @@ namespace OpenRA.Graphics
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public class UISpriteRenderable : IRenderable, IPalettedRenderable, IFinalizedRenderable
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{
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readonly Sprite sprite;
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readonly WPos effectiveWorldPos;
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readonly int2 screenPos;
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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readonly float alpha;
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readonly float rotation = 0f;
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@@ -27,10 +24,10 @@ namespace OpenRA.Graphics
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public UISpriteRenderable(Sprite sprite, WPos effectiveWorldPos, int2 screenPos, int zOffset, PaletteReference palette, float scale = 1f, float alpha = 1f, float rotation = 0f)
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{
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this.sprite = sprite;
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this.effectiveWorldPos = effectiveWorldPos;
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Pos = effectiveWorldPos;
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this.screenPos = screenPos;
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this.zOffset = zOffset;
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this.palette = palette;
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ZOffset = zOffset;
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Palette = palette;
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this.scale = scale;
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this.alpha = alpha;
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this.rotation = rotation;
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@@ -39,18 +36,18 @@ namespace OpenRA.Graphics
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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this.palette = null;
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Palette = null;
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}
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// Does not exist in the world, so a world positions don't make sense
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public WPos Pos => effectiveWorldPos;
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public WPos Pos { get; }
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public WVec Offset => WVec.Zero;
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public bool IsDecoration => true;
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public PaletteReference Palette => palette;
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public int ZOffset => zOffset;
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public PaletteReference Palette { get; }
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public int ZOffset { get; }
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public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new UISpriteRenderable(sprite, effectiveWorldPos, screenPos, zOffset, newPalette, scale, alpha, rotation); }
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public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new UISpriteRenderable(sprite, Pos, screenPos, ZOffset, newPalette, scale, alpha, rotation); }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(in WVec vec) { return this; }
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public IRenderable AsDecoration() { return this; }
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@@ -58,7 +55,7 @@ namespace OpenRA.Graphics
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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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Game.Renderer.SpriteRenderer.DrawSprite(sprite, palette, screenPos, scale, float3.Ones, alpha, rotation);
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, Palette, screenPos, scale, float3.Ones, alpha, rotation);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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@@ -66,9 +66,6 @@ namespace OpenRA.Graphics
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WorldViewport lastViewportDistance;
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float zoom = 1f;
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float minZoom = 1f;
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float maxZoom = 2f;
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bool unlockMinZoom;
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float unlockedMinZoomScale;
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float unlockedMinZoom = 1f;
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@@ -86,12 +83,13 @@ namespace OpenRA.Graphics
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}
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}
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public float MinZoom => minZoom;
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public float MinZoom { get; private set; } = 1f;
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public float MaxZoom { get; private set; } = 2f;
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public void AdjustZoom(float dz)
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{
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// Exponential ensures that equal positive and negative steps have the same effect
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Zoom = (zoom * (float)Math.Exp(dz)).Clamp(unlockMinZoom ? unlockedMinZoom : minZoom, maxZoom);
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Zoom = (zoom * (float)Math.Exp(dz)).Clamp(unlockMinZoom ? unlockedMinZoom : MinZoom, MaxZoom);
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}
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public void AdjustZoom(float dz, int2 center)
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@@ -105,10 +103,10 @@ namespace OpenRA.Graphics
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public void ToggleZoom()
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{
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// Unlocked zooms always reset to the default zoom
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if (zoom < minZoom)
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Zoom = minZoom;
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if (zoom < MinZoom)
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Zoom = MinZoom;
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else
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Zoom = zoom > minZoom ? minZoom : maxZoom;
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Zoom = zoom > MinZoom ? MinZoom : MaxZoom;
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}
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public void UnlockMinimumZoom(float scale)
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@@ -210,14 +208,14 @@ namespace OpenRA.Graphics
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var vd = graphicSettings.ViewportDistance;
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if (viewportSizes.AllowNativeZoom && vd == WorldViewport.Native)
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minZoom = viewportSizes.DefaultScale;
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MinZoom = viewportSizes.DefaultScale;
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else
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{
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var range = viewportSizes.GetSizeRange(vd);
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minZoom = CalculateMinimumZoom(range.X, range.Y) * viewportSizes.DefaultScale;
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MinZoom = CalculateMinimumZoom(range.X, range.Y) * viewportSizes.DefaultScale;
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}
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maxZoom = Math.Min(minZoom * viewportSizes.MaxZoomScale, Game.Renderer.NativeResolution.Height * viewportSizes.DefaultScale / viewportSizes.MaxZoomWindowHeight);
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MaxZoom = Math.Min(MinZoom * viewportSizes.MaxZoomScale, Game.Renderer.NativeResolution.Height * viewportSizes.DefaultScale / viewportSizes.MaxZoomWindowHeight);
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if (unlockMinZoom)
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{
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@@ -225,19 +223,19 @@ namespace OpenRA.Graphics
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// TODO: Allow zooming out until the full map is visible
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// We need to improve our viewport scroll handling to center the map as we zoom out
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// before this will work well enough to enable
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unlockedMinZoom = minZoom * unlockedMinZoomScale;
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unlockedMinZoom = MinZoom * unlockedMinZoomScale;
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}
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if (resetCurrentZoom)
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Zoom = minZoom;
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Zoom = MinZoom;
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else
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Zoom = Zoom.Clamp(minZoom, maxZoom);
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Zoom = Zoom.Clamp(MinZoom, MaxZoom);
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var maxSize = 1f / (unlockMinZoom ? unlockedMinZoom : minZoom) * new float2(Game.Renderer.NativeResolution);
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var maxSize = 1f / (unlockMinZoom ? unlockedMinZoom : MinZoom) * new float2(Game.Renderer.NativeResolution);
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Game.Renderer.SetMaximumViewportSize(new Size((int)maxSize.X, (int)maxSize.Y));
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foreach (var t in worldRenderer.World.WorldActor.TraitsImplementing<INotifyViewportZoomExtentsChanged>())
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t.ViewportZoomExtentsChanged(minZoom, maxZoom);
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t.ViewportZoomExtentsChanged(MinZoom, MaxZoom);
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}
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public CPos ViewToWorld(int2 view)
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