#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.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.Traits; namespace OpenRA.Graphics { public class WorldRenderer { public readonly World world; internal readonly TerrainRenderer terrainRenderer; internal readonly ShroudRenderer shroudRenderer; internal readonly HardwarePalette palette; internal WorldRenderer(World world) { this.world = world; this.palette = Game.modData.Palette; foreach( var pal in world.traitDict.ActorsWithTraitMultiple( world ) ) pal.Trait.InitPalette( this ); terrainRenderer = new TerrainRenderer(world, this); shroudRenderer = new ShroudRenderer(world); } public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); } public Palette GetPalette(string name) { return palette.GetPalette(name); } public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); } class SpriteComparer : IComparer { public int Compare(Renderable x, Renderable y) { return (x.Z + x.ZOffset).CompareTo(y.Z + y.ZOffset); } } IEnumerable SpritesToRender() { var bounds = Game.viewport.WorldBounds(world); var comparer = new SpriteComparer(); var actors = world.FindUnits( new int2(Game.CellSize*bounds.Left, Game.CellSize*bounds.Top), new int2(Game.CellSize*bounds.Right, Game.CellSize*bounds.Bottom)); var renderables = actors.SelectMany(a => a.Render()) .OrderBy(r => r, comparer); var effects = world.Effects.SelectMany(e => e.Render()); return renderables.Concat(effects); } public void Draw() { RefreshPalette(); if (world.IsShellmap && !Game.Settings.Game.ShowShellmap) return; var bounds = Game.viewport.ViewBounds(world); Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height); terrainRenderer.Draw(this, Game.viewport); foreach (var a in world.traitDict.ActorsWithTraitMultiple(world)) foreach (var r in a.Trait.RenderAsTerrain(a.Actor)) r.Sprite.DrawAt(r.Pos, this.GetPaletteIndex(r.Palette), r.Scale); foreach (var a in world.Selection.Actors) if (!a.Destroyed) foreach (var t in a.TraitsImplementing()) t.RenderBeforeWorld(this, a); Game.Renderer.Flush(); if (world.OrderGenerator != null) world.OrderGenerator.RenderBeforeWorld(this, world); foreach (var image in SpritesToRender()) image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale); // added for contrails foreach (var a in world.ActorsWithTrait()) if (!a.Actor.Destroyed) a.Trait.RenderAfterWorld(this, a.Actor); if (world.OrderGenerator != null) world.OrderGenerator.RenderAfterWorld(this, world); shroudRenderer.Draw( this ); Game.Renderer.DisableScissor(); foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed) .SelectMany(a => a.TraitsImplementing()) .GroupBy(prs => prs.GetType())) foreach (var t in g) t.RenderAfterWorld(this); Game.Renderer.Flush(); } public void DrawSelectionBox(Actor selectedUnit, Color c) { var bounds = selectedUnit.Bounds.Value; var xy = new float2(bounds.Left, bounds.Top); var Xy = new float2(bounds.Right, bounds.Top); var xY = new float2(bounds.Left, bounds.Bottom); var XY = new float2(bounds.Right, bounds.Bottom); var wlr = Game.Renderer.WorldLineRenderer; wlr.DrawLine(xy, xy + new float2(4, 0), c, c); wlr.DrawLine(xy, xy + new float2(0, 4), c, c); wlr.DrawLine(Xy, Xy + new float2(-4, 0), c, c); wlr.DrawLine(Xy, Xy + new float2(0, 4), c, c); wlr.DrawLine(xY, xY + new float2(4, 0), c, c); wlr.DrawLine(xY, xY + new float2(0, -4), c, c); wlr.DrawLine(XY, XY + new float2(-4, 0), c, c); wlr.DrawLine(XY, XY + new float2(0, -4), c, c); } public void DrawRollover(Actor unit) { var selectable = unit.TraitOrDefault(); if (selectable != null) selectable.DrawRollover(this, unit); } public void DrawLocus(Color c, int2[] cells) { var dict = cells.ToDictionary(a => a, a => 0); var wlr = Game.Renderer.WorldLineRenderer; foreach (var t in dict.Keys) { if (!dict.ContainsKey(t + new int2(-1, 0))) wlr.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)), c, c); if (!dict.ContainsKey(t + new int2(1, 0))) wlr.DrawLine(Game.CellSize * (t + new int2(1, 0)), Game.CellSize * (t + new int2(1, 1)), c, c); if (!dict.ContainsKey(t + new int2(0, -1))) wlr.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)), c, c); if (!dict.ContainsKey(t + new int2(0, 1))) wlr.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)), c, c); } } public void DrawRangeCircle(Color c, float2 location, float range) { for (var i = 0; i < 32; i++) { var start = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16); var end = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * (i + 0.7)) / 16); Game.Renderer.WorldLineRenderer.DrawLine(start, end, c, c); } } public void RefreshPalette() { palette.Update( world.WorldActor.TraitsImplementing() ); } } }