Merge pull request #6029 from pchote/gametomods

Move *Renderables and Render* out of Game.
This commit is contained in:
Matthias Mailänder
2014-07-23 06:54:42 +02:00
34 changed files with 56 additions and 21 deletions

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render

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@@ -0,0 +1,66 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
public class RenderSimpleInfo : RenderSpritesInfo, ILegacyEditorRenderInfo, Requires<IBodyOrientationInfo>
{
public override object Create(ActorInitializer init) { return new RenderSimple(init.self); }
public virtual IEnumerable<IRenderable> RenderPreview(World world, ActorInfo ai, PaletteReference pr)
{
var anim = new Animation(world, RenderSimple.GetImage(ai), () => 0);
anim.PlayRepeating("idle");
return anim.Render(WPos.Zero, WVec.Zero, 0, pr, Scale);
}
public string EditorPalette { get { return Palette; } }
public string EditorImage(ActorInfo actor) { return RenderSimple.GetImage(actor); }
}
public class RenderSimple : RenderSprites, IAutoSelectionSize
{
public readonly Animation DefaultAnimation;
public RenderSimple(Actor self, Func<int> baseFacing)
: base(self)
{
DefaultAnimation = new Animation(self.World, GetImage(self), baseFacing);
Add("", DefaultAnimation);
}
public RenderSimple(Actor self)
: this(self, MakeFacingFunc(self))
{
DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle"));
self.Trait<IBodyOrientation>().SetAutodetectedFacings(DefaultAnimation.CurrentSequence.Facings);
}
public int2 SelectionSize(Actor self) { return AutoSelectionSize(self); }
public string NormalizeSequence(Actor self, string sequence)
{
return NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
public void PlayCustomAnim(Actor self, string name)
{
if (DefaultAnimation.HasSequence(name))
DefaultAnimation.PlayThen(NormalizeSequence(self, name),
() => DefaultAnimation.PlayRepeating(NormalizeSequence(self, "idle")));
}
}
}

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@@ -0,0 +1,189 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.RA.Render
{
public class RenderSpritesInfo : ITraitInfo
{
[Desc("Defaults to the actor name.")]
public readonly string Image = null;
[Desc("Custom palette name")]
public readonly string Palette = null;
[Desc("Custom PlayerColorPalette: BaseName")]
public readonly string PlayerPalette = "player";
[Desc("Change the sprite image size.")]
public readonly float Scale = 1f;
public virtual object Create(ActorInitializer init) { return new RenderSprites(init.self); }
}
public class RenderSprites : IRender, ITick, INotifyOwnerChanged, INotifyEffectiveOwnerChanged
{
class AnimationWrapper
{
public readonly AnimationWithOffset Animation;
public readonly string Palette;
public readonly bool IsPlayerPalette;
public PaletteReference PaletteReference { get; private set; }
public AnimationWrapper(AnimationWithOffset animation, string palette, bool isPlayerPalette)
{
Animation = animation;
Palette = palette;
IsPlayerPalette = isPlayerPalette;
}
public void CachePalette(WorldRenderer wr, Player owner)
{
PaletteReference = wr.Palette(IsPlayerPalette ? Palette + owner.InternalName : Palette);
}
public void OwnerChanged()
{
// Update the palette reference next time we draw
if (IsPlayerPalette)
PaletteReference = null;
}
public bool IsVisible
{
get
{
return Animation.DisableFunc == null || !Animation.DisableFunc();
}
}
}
Dictionary<string, AnimationWrapper> anims = new Dictionary<string, AnimationWrapper>();
public static Func<int> MakeFacingFunc(Actor self)
{
var facing = self.TraitOrDefault<IFacing>();
if (facing == null) return () => 0;
return () => facing.Facing;
}
readonly RenderSpritesInfo info;
string cachedImage = null;
public RenderSprites(Actor self)
{
info = self.Info.Traits.Get<RenderSpritesInfo>();
}
public static string GetImage(ActorInfo actor)
{
var Info = actor.Traits.Get<RenderSpritesInfo>();
return Info.Image ?? actor.Name;
}
public string GetImage(Actor self)
{
if (cachedImage != null)
return cachedImage;
return cachedImage = GetImage(self.Info);
}
protected void UpdatePalette()
{
foreach (var anim in anims.Values)
anim.OwnerChanged();
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { UpdatePalette(); }
public void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner) { UpdatePalette(); }
public virtual IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
{
foreach (var a in anims.Values)
{
if (!a.IsVisible)
continue;
if (a.PaletteReference == null)
{
var owner = self.EffectiveOwner != null && self.EffectiveOwner.Disguised ? self.EffectiveOwner.Owner : self.Owner;
a.CachePalette(wr, owner);
}
foreach (var r in a.Animation.Render(self, wr, a.PaletteReference, info.Scale))
yield return r;
}
}
public virtual void Tick(Actor self)
{
foreach (var a in anims.Values)
a.Animation.Animation.Tick();
}
public void Add(string key, AnimationWithOffset anim, string palette = null, bool isPlayerPalette = false)
{
// Use defaults
if (palette == null)
{
palette = info.Palette ?? info.PlayerPalette;
isPlayerPalette = info.Palette == null;
}
anims.Add(key, new AnimationWrapper(anim, palette, isPlayerPalette));
}
public void Remove(string key)
{
anims.Remove(key);
}
public static string NormalizeSequence(Animation anim, DamageState state, string sequence)
{
var states = new Pair<DamageState, string>[]
{
Pair.New(DamageState.Critical, "critical-"),
Pair.New(DamageState.Heavy, "damaged-"),
Pair.New(DamageState.Medium, "scratched-"),
Pair.New(DamageState.Light, "scuffed-")
};
// Remove existing damage prefix
foreach (var s in states)
{
if (sequence.StartsWith(s.Second))
{
sequence = sequence.Substring(s.Second.Length);
break;
}
}
foreach (var s in states)
if (state >= s.First && anim.HasSequence(s.Second + sequence))
return s.Second + sequence;
return sequence;
}
// Required by RenderSimple
protected int2 AutoSelectionSize(Actor self)
{
return anims.Values.Where(b => b.IsVisible
&& b.Animation.Animation.CurrentSequence != null)
.Select(a => (a.Animation.Animation.Image.size*info.Scale).ToInt2())
.FirstOrDefault();
}
}
}

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Mods.RA.Graphics;
namespace OpenRA.Mods.RA.Render
{