#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using OpenRA.Primitives; namespace OpenRA.Graphics { public class UISpriteRenderable : IRenderable, IPalettedRenderable, IFinalizedRenderable { readonly Sprite sprite; readonly int2 screenPos; readonly float scale; readonly float alpha; readonly float rotation = 0f; public UISpriteRenderable(Sprite sprite, WPos effectiveWorldPos, int2 screenPos, int zOffset, PaletteReference palette, float scale = 1f, float alpha = 1f, float rotation = 0f) { this.sprite = sprite; Pos = effectiveWorldPos; this.screenPos = screenPos; ZOffset = zOffset; Palette = palette; this.scale = scale; this.alpha = alpha; this.rotation = rotation; // PERF: Remove useless palette assignments for RGBA sprites // HACK: This is working around the fact that palettes are defined on traits rather than sequences // and can be removed once this has been fixed if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false)) Palette = null; } // Does not exist in the world, so a world positions don't make sense public WPos Pos { get; } public WVec Offset => WVec.Zero; public bool IsDecoration => true; public PaletteReference Palette { get; } public int ZOffset { get; } public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new UISpriteRenderable(sprite, Pos, screenPos, ZOffset, newPalette, scale, alpha, rotation); } public IRenderable WithZOffset(int newOffset) { return this; } public IRenderable OffsetBy(in WVec vec) { return this; } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { Game.Renderer.SpriteRenderer.DrawSprite(sprite, Palette, screenPos, scale, float3.Ones, alpha, rotation); } public void RenderDebugGeometry(WorldRenderer wr) { var offset = screenPos + sprite.Offset.XY; if (rotation == 0f) Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size.XY, 1, Color.Red); else Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(offset, sprite.Size, rotation), 1, Color.Red); } public Rectangle ScreenBounds(WorldRenderer wr) { var offset = screenPos + sprite.Offset; return Util.BoundingRectangle(offset, sprite.Size, rotation); } } }