pushed bibs down into the smudge layer; made Game static

This commit is contained in:
Chris Forbes
2009-10-20 20:47:04 +13:00
parent e41e74e609
commit a4c344523f
26 changed files with 201 additions and 202 deletions

View File

@@ -10,23 +10,21 @@ namespace OpenRa.Game.Graphics
{
public readonly SpriteRenderer spriteRenderer;
public readonly LineRenderer lineRenderer;
public readonly Game game;
public readonly Region region;
public readonly UiOverlay uiOverlay;
public WorldRenderer(Renderer renderer, Game game)
public WorldRenderer(Renderer renderer)
{
// TODO: this is layout policy. it belongs at a higher level than this.
this.game = game;
region = Region.Create(game.viewport, DockStyle.Left,
game.viewport.Width - 128, Draw,
game.controller.HandleMouseInput);
region = Region.Create(Game.viewport, DockStyle.Left,
Game.viewport.Width - 128, Draw,
Game.controller.HandleMouseInput);
game.viewport.AddRegion(region);
Game.viewport.AddRegion(region);
spriteRenderer = new SpriteRenderer(renderer, true);
lineRenderer = new LineRenderer(renderer);
uiOverlay = new UiOverlay(spriteRenderer, game);
uiOverlay = new UiOverlay(spriteRenderer);
}
void DrawSpriteList(Player owner, RectangleF rect,
@@ -50,20 +48,20 @@ namespace OpenRa.Game.Graphics
public void Draw()
{
var rect = new RectangleF((region.Position + game.viewport.Location).ToPointF(),
var rect = new RectangleF((region.Position + Game.viewport.Location).ToPointF(),
region.Size.ToSizeF());
foreach (Actor a in game.world.Actors)
foreach (Actor a in Game.world.Actors)
DrawSpriteList(a.Owner, rect, a.Render());
foreach (IEffect e in game.world.Effects)
foreach (IEffect e in Game.world.Effects)
DrawSpriteList(e.Owner, rect, e.Render());
uiOverlay.Draw();
spriteRenderer.Flush();
var selbox = game.controller.SelectionBox;
var selbox = Game.controller.SelectionBox;
if (selbox != null)
{
var a = selbox.Value.First;
@@ -75,13 +73,13 @@ namespace OpenRa.Game.Graphics
lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
foreach (var u in game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
foreach (var u in Game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
DrawSelectionBox(u, Color.Yellow, false);
}
var selection = game.controller.orderGenerator as UnitOrderGenerator;
var selection = Game.controller.orderGenerator as UnitOrderGenerator;
if (selection != null)
foreach( var a in game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
foreach( var a in Game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
DrawSelectionBox(a, Color.White, true);
lineRenderer.Flush();