Use RgbaColorRenderer in SelectionBoxRenderable.

This commit is contained in:
Paul Chote
2015-12-10 17:48:52 +00:00
parent 310222eb0e
commit b0806fca92

View File

@@ -17,18 +17,16 @@ namespace OpenRA.Mods.Common.Graphics
public struct SelectionBoxRenderable : IRenderable, IFinalizedRenderable public struct SelectionBoxRenderable : IRenderable, IFinalizedRenderable
{ {
readonly WPos pos; readonly WPos pos;
readonly float scale;
readonly Rectangle visualBounds; readonly Rectangle visualBounds;
readonly Color color; readonly Color color;
public SelectionBoxRenderable(Actor actor, Color color) public SelectionBoxRenderable(Actor actor, Color color)
: this(actor.CenterPosition, actor.VisualBounds, 1f, color) { } : this(actor.CenterPosition, actor.VisualBounds, color) { }
public SelectionBoxRenderable(WPos pos, Rectangle visualBounds, float scale, Color color) public SelectionBoxRenderable(WPos pos, Rectangle visualBounds, Color color)
{ {
this.pos = pos; this.pos = pos;
this.visualBounds = visualBounds; this.visualBounds = visualBounds;
this.scale = scale;
this.color = color; this.color = color;
} }
@@ -40,30 +38,26 @@ namespace OpenRA.Mods.Common.Graphics
public IRenderable WithPalette(PaletteReference newPalette) { return this; } public IRenderable WithPalette(PaletteReference newPalette) { return this; }
public IRenderable WithZOffset(int newOffset) { return this; } public IRenderable WithZOffset(int newOffset) { return this; }
public IRenderable OffsetBy(WVec vec) { return new SelectionBoxRenderable(pos + vec, visualBounds, scale, color); } public IRenderable OffsetBy(WVec vec) { return new SelectionBoxRenderable(pos + vec, visualBounds, color); }
public IRenderable AsDecoration() { return this; } public IRenderable AsDecoration() { return this; }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr) public void Render(WorldRenderer wr)
{ {
var iz = 1 / wr.Viewport.Zoom;
var screenPos = wr.ScreenPxPosition(pos); var screenPos = wr.ScreenPxPosition(pos);
var tl = screenPos + scale * new float2(visualBounds.Left, visualBounds.Top); var tl = screenPos + new float2(visualBounds.Left, visualBounds.Top);
var br = screenPos + scale * new float2(visualBounds.Right, visualBounds.Bottom); var br = screenPos + new float2(visualBounds.Right, visualBounds.Bottom);
var tr = new float2(br.X, tl.Y); var tr = new float2(br.X, tl.Y);
var bl = new float2(tl.X, br.Y); var bl = new float2(tl.X, br.Y);
var u = new float2(4f / wr.Viewport.Zoom, 0); var u = new float2(4 * iz, 0);
var v = new float2(0, 4f / wr.Viewport.Zoom); var v = new float2(0, 4 * iz);
var wlr = Game.Renderer.WorldLineRenderer; var wcr = Game.Renderer.WorldRgbaColorRenderer;
wlr.DrawLine(tl + u, tl, color); wcr.DrawLine(new[] { tl + u, tl, tl + v }, iz, color, true);
wlr.DrawLine(tl, tl + v, color); wcr.DrawLine(new[] { tr - u, tr, tr + v }, iz, color, true);
wlr.DrawLine(tr, tr - u, color); wcr.DrawLine(new[] { br - u, br, br - v }, iz, color, true);
wlr.DrawLine(tr, tr + v, color); wcr.DrawLine(new[] { bl + u, bl, bl - v }, iz, color, true);
wlr.DrawLine(bl, bl + u, color);
wlr.DrawLine(bl, bl - v, color);
wlr.DrawLine(br, br - u, color);
wlr.DrawLine(br, br - v, color);
} }
public void RenderDebugGeometry(WorldRenderer wr) { } public void RenderDebugGeometry(WorldRenderer wr) { }