Implement isometric selection boxes for TS structures.
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct IsometricSelectionBoxAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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static readonly float2 TLOffset = new float2(-12, -6);
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static readonly float2 TROffset = new float2(12, -6);
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static readonly float2 TOffset = new float2(0, -13);
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static readonly float2[] Offsets =
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{
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-TROffset, -TLOffset, -TOffset,
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TROffset, -TOffset, -TLOffset,
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-TLOffset, TOffset, TROffset,
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TLOffset, TROffset, TOffset,
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-TROffset, TOffset, TLOffset,
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TLOffset, -TOffset, -TROffset
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};
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readonly WPos pos;
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readonly Polygon bounds;
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readonly Color color;
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public IsometricSelectionBoxAnnotationRenderable(Actor actor, Polygon bounds, Color color)
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{
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pos = actor.CenterPosition;
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this.bounds = bounds;
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this.color = color;
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}
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public IsometricSelectionBoxAnnotationRenderable(WPos pos, Polygon bounds, Color color)
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{
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this.pos = pos;
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this.bounds = bounds;
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this.color = color;
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}
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public WPos Pos { get { return pos; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return this; }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(WVec vec) { return new IsometricSelectionBoxAnnotationRenderable(pos + vec, bounds, color); }
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public IRenderable AsDecoration() { return this; }
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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 screen = bounds.Vertices.Select(v => wr.Viewport.WorldToViewPx(v).ToFloat2()).ToArray();
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var tl = new float2(-12, -6);
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var tr = new float2(12, -6);
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var t = new float2(0, -13);
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var cr = Game.Renderer.RgbaColorRenderer;
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for (var i = 0; i < 6; i++)
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{
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cr.DrawLine(new float3[] { screen[i] + Offsets[3 * i], screen[i], screen[i] + Offsets[3 * i + 1] }, 1, color, true);
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cr.DrawLine(new float3[] { screen[i], screen[i] + Offsets[3 * i + 2] }, 1, color, true);
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}
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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