using System.Drawing; using OpenRa.Game.GameRules; using OpenRa.Game.Graphics; namespace OpenRa.Game { class UiOverlay { SpriteRenderer spriteRenderer; Sprite buildOk, buildBlocked, unitDebug; public static bool ShowUnitDebug = false; public static bool ShowBuildDebug = false; public UiOverlay(SpriteRenderer spriteRenderer) { this.spriteRenderer = spriteRenderer; buildOk = SynthesizeTile(0x80); buildBlocked = SynthesizeTile(0xe6); unitDebug = SynthesizeTile(0x7c); } static Sprite SynthesizeTile(byte paletteIndex) { byte[] data = new byte[Game.CellSize * Game.CellSize]; for (int i = 0; i < Game.CellSize; i++) for (int j = 0; j < Game.CellSize; j++) data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex; return SheetBuilder.Add( data, new Size(Game.CellSize,Game.CellSize) ); } public void Draw() { if (ShowUnitDebug) for (var j = 0; j < 128; j++) for (var i = 0; i < 128; i++) if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null) spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0); } public void DrawBuildingGrid( BuildingInfo bi ) { var position = Game.controller.MousePosition.ToInt2(); var isCloseEnough = Game.IsCloseEnoughToBase(Game.LocalPlayer, bi, position); foreach( var t in Footprint.Tiles( bi, position ) ) spriteRenderer.DrawSprite( ( isCloseEnough && Game.IsCellBuildable( t, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel ) && !Rules.Map.ContainsResource( t ) ) ? buildOk : buildBlocked, Game.CellSize * t, 0 ); spriteRenderer.Flush(); } } }