support power impl; incomplete

This commit is contained in:
Chris Forbes
2010-01-08 20:57:53 +13:00
parent 8a3f6c501c
commit cc0498314e
7 changed files with 118 additions and 36 deletions

View File

@@ -47,6 +47,7 @@ namespace OpenRa.Game
readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>();
readonly List<Sprite> digitSprites;
readonly Dictionary<string, Sprite[]> tabSprites;
readonly Dictionary<string, Sprite> spsprites;
readonly Sprite[] shimSprites;
readonly Sprite blank;
@@ -55,6 +56,12 @@ namespace OpenRa.Game
bool hadRadar = false;
bool optionsPressed = false;
const int MinRows = 4;
string currentTab = "Building";
static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
readonly Dictionary<string, Sprite> sprites;
const int NumClockFrames = 54;
public Chrome(Renderer r)
{
@@ -116,6 +123,11 @@ namespace OpenRa.Game
u => u,
u => SpriteSheetBuilder.LoadAllSprites(Rules.UnitInfo[u].Icon ?? (u + "icon"))[0]);
spsprites = Rules.SupportPowerInfo
.ToDictionary(
u => u.Key,
u => SpriteSheetBuilder.LoadAllSprites(u.Value.Image)[0]);
tabSprites = groups.Select(
(g, i) => Pair.New(g,
OpenRa.Game.Graphics.Util.MakeArray(3,
@@ -163,7 +175,6 @@ namespace OpenRa.Game
DrawMinimap();
chromeRenderer.DrawSprite(specialBinSprite, float2.Zero, PaletteType.Chrome);
chromeRenderer.DrawSprite(moneyBinSprite, new float2(Game.viewport.Width - 320, 0), PaletteType.Chrome);
DrawMoney();
@@ -172,6 +183,7 @@ namespace OpenRa.Game
DrawButtons();
int paletteHeight = DrawBuildPalette(currentTab);
DrawSupportPowers();
DrawBuildTabs(paletteHeight);
DrawChat();
DrawOptionsMenu();
@@ -220,15 +232,11 @@ namespace OpenRa.Game
// Don't let tabs overlap the bevel
if (y > paletteOrigin.Y + paletteHeight - tabHeight - 9 && y < paletteOrigin.Y + paletteHeight)
{
y += tabHeight;
}
// Stick tabs to the edge of the screen
if (y > paletteOrigin.Y + paletteHeight)
{
x = Game.viewport.Width - tabWidth;
}
chromeRenderer.DrawSprite(q.Value[index], new float2(x, y), PaletteType.Chrome);
@@ -321,10 +329,8 @@ namespace OpenRa.Game
if (!hasChronosphere)
repairButton.ReplaceAnim("disabled");
else
{
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
AddButton(chronoshiftRect, isLmb => HandleChronosphereButton());
}
buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome);
// Iron Curtain
@@ -336,13 +342,10 @@ namespace OpenRa.Game
if (!hasCurtain)
repairButton.ReplaceAnim("disabled");
else
{
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
AddButton(curtainRect, isLmb => HandleIronCurtainButton());
}
buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
// Repair
Rectangle repairRect = new Rectangle(Game.viewport.Width - 120, 5, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
var repairDrawPos = Game.viewport.Location + new float2(repairRect.Location);
@@ -386,7 +389,7 @@ namespace OpenRa.Game
buildPaletteRenderer.Flush();
//Options
Rectangle optionsRect = new Rectangle(0 + 40,0, optionsButton.Image.bounds.Width,
Rectangle optionsRect = new Rectangle(0,0, optionsButton.Image.bounds.Width,
optionsButton.Image.bounds.Height);
var optionsDrawPos = Game.viewport.Location + new float2(optionsRect.Location);
@@ -464,22 +467,6 @@ namespace OpenRa.Game
renderer.DrawText(line.b, p, line.a);
renderer.DrawText(line.c, p + new int2(size.X + 10, 0), Color.White);
}
string currentTab = "Building";
static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
Dictionary<string, Sprite> sprites;
const int NumClockFrames = 54;
Func<int> ClockAnimFrame(string group)
{
return () =>
{
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.CurrentItem( group );
if (producing == null) return 0;
return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
};
}
// Return an int telling us the y coordinate at the bottom of the palette
int DrawBuildPalette(string queueName)
@@ -717,5 +704,40 @@ namespace OpenRa.Game
renderer.DrawText(info.LongDesc.Replace( "\\n", "\n" ), p.ToInt2(), Color.White);
}
}
void DrawSupportPowers()
{
chromeRenderer.DrawSprite(specialBinSprite, new float2(0,14), PaletteType.Chrome);
chromeRenderer.Flush();
var y = 24;
foreach (var sp in Game.LocalPlayer.SupportPowers)
{
var image = spsprites[sp.Key];
if (sp.Value.IsAvailable)
{
var drawPos = Game.viewport.Location + new float2(5, y);
buildPaletteRenderer.DrawSprite(image, drawPos, PaletteType.Chrome);
clock.PlayFetchIndex("idle",
() => (sp.Value.TotalTime - sp.Value.RemainingTime)
* NumClockFrames / sp.Value.TotalTime);
clock.Tick();
buildPaletteRenderer.DrawSprite(clock.Image, drawPos, PaletteType.Chrome);
if (sp.Value.IsDone)
{
ready.Play("ready");
buildPaletteRenderer.DrawSprite(ready.Image,
drawPos + new float2((64 - ready.Image.size.X) / 2, 2),
PaletteType.Chrome);
}
y += 51;
}
}
buildPaletteRenderer.Flush();
}
}
}