Specify sprite positions as center pos + offset. Fixes #3611.

This commit is contained in:
Paul Chote
2013-08-01 21:10:33 +12:00
parent 8f5a1333d2
commit cdef41adb4
5 changed files with 34 additions and 18 deletions

View File

@@ -52,42 +52,52 @@ namespace OpenRA.Graphics
readonly Sprite sprite;
readonly WPos pos;
readonly WVec offset;
readonly int zOffset;
readonly PaletteReference palette;
readonly float scale;
public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{
this.sprite = sprite;
this.pos = pos;
this.offset = offset;
this.zOffset = zOffset;
this.palette = palette;
this.scale = scale;
}
public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
: this(sprite, pos, WVec.Zero, zOffset, palette, scale) { }
// Provided for legacy support only - Don't use for new things!
public SpriteRenderable(Sprite sprite, float2 pos, PaletteReference palette, int z)
: this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { }
public WPos Pos { get { return pos; } }
public WPos Pos { get { return pos + offset; } }
public float Scale { get { return scale; } }
public PaletteReference Palette { get { return palette; } }
public int ZOffset { get { return zOffset; } }
public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, zOffset, palette, newScale); }
public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, zOffset, newPalette, scale); }
public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, newOffset, palette, scale); }
public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, zOffset, palette, scale); }
public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale); }
public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale); }
public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale); }
public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale); }
float2 ScreenPosition(WorldRenderer wr)
{
return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f*scale*sprite.size).ToInt2();
}
public void BeforeRender(WorldRenderer wr) {}
public void Render(WorldRenderer wr)
{
sprite.DrawAt(wr.ScreenPxPosition(pos) - (0.5f*scale*sprite.size).ToInt2(), palette, scale);
sprite.DrawAt(ScreenPosition(wr), palette, scale);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var offset = wr.ScreenPxPosition(pos) - 0.5f*scale*sprite.size + sprite.offset;
var offset = ScreenPosition(wr) + sprite.offset;
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red);
}
}