split sprite-based and line-based things in Selectable into two traits
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116
OpenRA.Game/Traits/SelectionDecorations.cs
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116
OpenRA.Game/Traits/SelectionDecorations.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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public class SelectionDecorationsInfo : TraitInfo<SelectionDecorations> {}
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public class SelectionDecorations : IPostRenderSelection
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{
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray", "pip-blue" };
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static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
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public void RenderAfterWorld (WorldRenderer wr, Actor self)
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{
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var bounds = self.Bounds.Value;
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var xy = new float2(bounds.Left, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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DrawControlGroup(wr, self, xy);
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DrawPips(wr, self, xY);
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DrawTags(wr, self, new float2(.5f * (bounds.Left + bounds.Right), bounds.Top));
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}
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void DrawControlGroup(WorldRenderer wr, Actor self, float2 basePosition)
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{
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var group = self.World.Selection.GetControlGroupForActor(self);
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if (group == null) return;
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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pipImages.Image.DrawAt(wr, basePosition + new float2(-8, 1), "chrome");
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}
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void DrawPips(WorldRenderer wr, Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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var pipSources = self.TraitsImplementing<IPips>();
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if (pipSources.Count() == 0)
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return;
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var pipImages = new Animation("pips");
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pipImages.PlayRepeating(pipStrings[0]);
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var pipSize = pipImages.Image.size;
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var pipxyBase = basePosition + new float2(1, -pipSize.Y);
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var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in pipSources)
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{
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var thisRow = pips.GetPips(self);
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if (thisRow == null)
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continue;
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var width = self.Bounds.Value.Width;
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foreach (var pip in thisRow)
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{
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if (pipxyOffset.X + pipSize.X >= width)
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{
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pipxyOffset.X = 0;
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pipxyOffset.Y -= pipSize.Y;
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}
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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pipImages.Image.DrawAt(wr, pipxyBase + pipxyOffset, "chrome");
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pipxyOffset += new float2(pipSize.X, 0);
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}
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// Increment row
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pipxyOffset.X = 0;
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pipxyOffset.Y -= pipSize.Y + 1;
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}
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}
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void DrawTags(WorldRenderer wr, Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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foreach (var tags in self.TraitsImplementing<ITags>())
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{
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foreach (var tag in tags.GetTags())
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{
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if (tag == TagType.None)
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continue;
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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tagImages.Image.DrawAt(wr, tagxyBase + tagxyOffset, "chrome");
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// Increment row
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tagxyOffset.Y += 8;
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}
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}
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}
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}
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}
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