Rework decoration renderable traits:
- Removed implicit pip definitions and IPips interface. New decoration traits have been added to render them. Pip types are no longer hardcoded in OpenRA.Game. - Decoration rendering is now managed by SelectionDecorations(Base), which allows us to remove assumptions about the selection box geometry from the decoration traits. - RenderNameTag has been replaced by WithNameTagDecoration, which is an otherwise normal decoration trait. - Unify the configuration and reduce duplication between traits. - Removed hardcoded references to specific selection box renderables. - Remove legacy cruft.
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders Ctrl groups using pixel art.")]
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public class WithSpriteControlGroupDecorationInfo : ITraitInfo, Requires<IDecorationBoundsInfo>
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public class WithSpriteControlGroupDecorationInfo : ITraitInfo
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{
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[PaletteReference]
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public readonly string Palette = "chrome";
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@@ -28,66 +28,49 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Sprite sequence used to render the control group 0-9 numbers.")]
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public readonly string GroupSequence = "groups";
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[Desc("Point in the actor's selection box used as reference for offsetting the decoration image. " +
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"Possible values are combinations of Center, Top, Bottom, Left, Right.")]
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public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;
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[Desc("Position in the actor's selection box to draw the decoration.")]
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public readonly DecorationPosition Position = DecorationPosition.TopLeft;
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[Desc("Offset sprite center position from the selection box edge.")]
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public readonly int2 Margin = int2.Zero;
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public object Create(ActorInitializer init) { return new WithSpriteControlGroupDecoration(init.Self, this); }
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}
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public class WithSpriteControlGroupDecoration : IRenderAnnotationsWhenSelected
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public class WithSpriteControlGroupDecoration : IDecoration
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{
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public readonly WithSpriteControlGroupDecorationInfo Info;
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readonly IDecorationBounds[] decorationBounds;
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readonly Animation pipImages;
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readonly Actor self;
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readonly Animation anim;
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public WithSpriteControlGroupDecoration(Actor self, WithSpriteControlGroupDecorationInfo info)
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{
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Info = info;
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this.self = self;
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decorationBounds = self.TraitsImplementing<IDecorationBounds>().ToArray();
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pipImages = new Animation(self.World, Info.Image);
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anim = new Animation(self.World, Info.Image);
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}
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IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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if (self.Owner != wr.World.LocalPlayer)
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yield break;
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DecorationPosition IDecoration.Position { get { return Info.Position; } }
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if (self.World.FogObscures(self))
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yield break;
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bool IDecoration.Enabled { get { return self.Owner == self.World.LocalPlayer && self.World.Selection.GetControlGroupForActor(self) != null; } }
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var pal = wr.Palette(Info.Palette);
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foreach (var r in DrawControlGroup(self, wr, pal))
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yield return r;
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}
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bool IDecoration.RequiresSelection { get { return true; } }
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bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable { get { return true; } }
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IEnumerable<IRenderable> DrawControlGroup(Actor self, WorldRenderer wr, PaletteReference palette)
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IEnumerable<IRenderable> IDecoration.RenderDecoration(Actor self, WorldRenderer wr, int2 pos)
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{
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var group = self.World.Selection.GetControlGroupForActor(self);
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if (group == null)
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yield break;
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return Enumerable.Empty<IRenderable>();
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pipImages.PlayFetchIndex(Info.GroupSequence, () => (int)group);
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anim.PlayFetchIndex(Info.GroupSequence, () => (int)group);
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var bounds = decorationBounds.FirstNonEmptyBounds(self, wr);
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var boundsOffset = 0.5f * new float2(bounds.Left + bounds.Right, bounds.Top + bounds.Bottom);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Top))
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boundsOffset -= new float2(0, 0.5f * bounds.Height);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Bottom))
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boundsOffset += new float2(0, 0.5f * bounds.Height);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Left))
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boundsOffset -= new float2(0.5f * bounds.Width, 0);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Right))
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boundsOffset += new float2(0.5f * bounds.Width, 0);
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var pxPos = wr.Viewport.WorldToViewPx(boundsOffset.ToInt2()) - (0.5f * pipImages.Image.Size.XY).ToInt2();
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yield return new UISpriteRenderable(pipImages.Image, self.CenterPosition, pxPos, 0, palette, 1f);
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var screenPos = wr.Viewport.WorldToViewPx(pos) + Info.Position.CreateMargin(Info.Margin) - (0.5f * anim.Image.Size.XY).ToInt2();
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var palette = wr.Palette(Info.Palette);
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return new IRenderable[]
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{
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new UISpriteRenderable(anim.Image, self.CenterPosition, screenPos, 0, palette, 1f)
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};
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}
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}
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}
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