slowly teasing the view+controller out of the model classes.

actually doesn't work right now, but that will change.

git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@2050 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
chrisf
2008-07-25 07:27:47 +00:00
parent 4ea033f63d
commit b594f296c3
16 changed files with 400 additions and 115 deletions

View File

@@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using Ijw.DirectX;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
@@ -10,22 +8,10 @@ namespace OpenRa.Game
{
List<Actor> actors = new List<Actor>();
List<Action<World>> frameEndActions = new List<Action<World>>();
SpriteRenderer spriteRenderer;
Game game;
Region region;
public IOrderGenerator orderGenerator;
public UiOverlay uiOverlay;
public World(Renderer renderer, Game game)
{
region = Region.Create(game.viewport, DockStyle.Left, game.viewport.Width - 128, Draw, WorldClicked);
this.game = game;
game.viewport.AddRegion(region);
spriteRenderer = new SpriteRenderer(renderer, true);
public readonly Game game;
uiOverlay = new UiOverlay(spriteRenderer, game);
}
public World(Game game) { this.game = game; }
public void Add(Actor a) { actors.Add(a); }
public void Remove( Actor a ) { actors.Remove( a ); }
@@ -33,46 +19,21 @@ namespace OpenRa.Game
int lastTime = Environment.TickCount;
void WorldClicked(object sender, MouseEventArgs e)
{
float2 xy = (1 / 24.0f) * (new float2(e.Location) + game.viewport.Location);
if (orderGenerator != null)
{
IOrder order = orderGenerator.Order(game, new int2((int)xy.X, (int)xy.Y));
game.Issue(order);
}
}
void Draw()
public void Update()
{
int t = Environment.TickCount;
int dt = t - lastTime;
lastTime = t;
var range = new Range<float2>(region.Location, region.Location + region.Size);
foreach (Actor a in actors)
{
a.Tick( game, dt );
Sprite[] images = a.CurrentImages;
float2 loc = a.RenderLocation;
if( loc.X > range.End.X || loc.X < range.Start.X - images[ 0 ].bounds.Width )
continue;
if( loc.Y > range.End.Y || loc.Y < range.Start.Y - images[ 0 ].bounds.Height )
continue;
foreach( Sprite image in images )
spriteRenderer.DrawSprite(image, loc, (a.owner != null) ? a.owner.Palette : 0);
}
a.Tick(game, dt);
foreach (Action<World> a in frameEndActions) a(this);
frameEndActions.Clear();
uiOverlay.Draw();
spriteRenderer.Flush();
}
public IEnumerable<Actor> Actors { get { return actors; } }
}
}