move some more (gameplay related) widgets into mods/
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86
OpenRA.Mods.RA/Widgets/PowerBinWidget.cs
Executable file
86
OpenRA.Mods.RA/Widgets/PowerBinWidget.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Widgets
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{
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public class PowerBinWidget : Widget
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{
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// Power bar
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static float2 powerOrigin = new float2(42, 205); // Relative to radarOrigin
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static Size powerSize = new Size(138, 5);
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float? lastPowerProvidedPos;
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float? lastPowerDrainedPos;
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string powerCollection;
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public override void DrawInner(World world)
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{
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powerCollection = "power-" + world.LocalPlayer.Country.Race;
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var resources = world.LocalPlayer.PlayerActor.traits.Get<PlayerResources>();
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// Nothing to draw
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if (resources.PowerProvided == 0
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&& resources.PowerDrained == 0)
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return;
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// Draw bar horizontally
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var barStart = powerOrigin + RadarBinWidget.radarOrigin;
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var barEnd = barStart + new float2(powerSize.Width, 0);
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float powerScaleBy = 100;
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var maxPower = Math.Max(resources.PowerProvided, resources.PowerDrained);
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while (maxPower >= powerScaleBy) powerScaleBy *= 2;
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// Current power supply
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var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerProvided / powerScaleBy);
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lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
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float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
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var color = Color.LimeGreen;
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if (resources.GetPowerState() == PowerState.Low)
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color = Color.Orange;
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if (resources.GetPowerState() == PowerState.Critical)
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color = Color.Red;
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var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
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for (int i = 0; i < powerSize.Height; i++)
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{
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color = (i - 1 < powerSize.Height / 2) ? color : colorDark;
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float2 leftOffset = new float2(0, i);
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float2 rightOffset = new float2(0, i);
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// Indent corners
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if ((i == 0 || i == powerSize.Height - 1) && powerLevel.X - barStart.X > 1)
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{
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leftOffset.X += 1;
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rightOffset.X -= 1;
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}
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + barStart + leftOffset, Game.viewport.Location + powerLevel + rightOffset, color, color);
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}
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// Draw on top of the sprite
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Game.Renderer.RgbaSpriteRenderer.Flush();
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Game.Renderer.LineRenderer.Flush();
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// Power usage indicator
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var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator");
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var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerDrained / powerScaleBy);
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lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
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float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(indicator, powerDrainLevel, "chrome");
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Game.Renderer.RgbaSpriteRenderer.Flush();
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}
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}
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}
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