#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #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 { readonly World world; internal readonly TerrainRenderer terrainRenderer; public readonly UiOverlay uiOverlay; internal readonly HardwarePalette palette; internal WorldRenderer(World world) { this.world = world; terrainRenderer = new TerrainRenderer(world, this); uiOverlay = new UiOverlay(); palette = new HardwarePalette(world.Map); foreach( var pal in world.traitDict.ActorsWithTraitMultiple( world ) ) pal.Trait.InitPalette( this ); } 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); } } Rectangle GetBoundsRect() { if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.Bounds.HasValue) { var r = world.LocalPlayer.Shroud.Bounds.Value; var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X); var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y); var right = left + (int)(Game.CellSize * r.Width); var bottom = top + (int)(Game.CellSize * r.Height); if (left < 0) left = 0; if (top < 0) top = 0; if (right > Game.viewport.Width) right = Game.viewport.Width; if (bottom > Game.viewport.Height) bottom = Game.viewport.Height; return new Rectangle(left, top, right - left, bottom - top); } else return new Rectangle(0, 0, Game.viewport.Width, Game.viewport.Height); } Renderable[] worldSprites = { }; public void Tick() { RefreshPalette(); var bounds = GetBoundsRect(); var comparer = new SpriteComparer(); bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y); var actors = world.FindUnits( new float2(bounds.Left, bounds.Top), new float2(bounds.Right, bounds.Bottom)); var renderables = actors.SelectMany(a => a.Render()) .OrderBy(r => r, comparer); var effects = world.Effects.SelectMany(e => e.Render()); worldSprites = renderables.Concat(effects).ToArray(); } public void Draw() { var bounds = GetBoundsRect(); Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height); terrainRenderer.Draw(this, Game.viewport); if (world.OrderGenerator != null) world.OrderGenerator.RenderBeforeWorld(this, world); foreach( var image in worldSprites ) image.Sprite.DrawAt( image.Pos, this.GetPaletteIndex( image.Palette ) ); uiOverlay.Draw(this, world); if (world.OrderGenerator != null) world.OrderGenerator.RenderAfterWorld(this, world); if (world.LocalPlayer != null) world.LocalPlayer.Shroud.Draw( this ); Game.Renderer.DisableScissor(); } void DrawBox(RectangleF r, Color color) { var a = new float2(r.Left, r.Top); var b = new float2(r.Right - a.X, 0); var c = new float2(0, r.Bottom - a.Y); Game.Renderer.LineRenderer.DrawLine(a, a + b, color, color); Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, color, color); Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, color, color); Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color); } void DrawBins(RectangleF bounds) { DrawBox(bounds, Color.Red); if (world.LocalPlayer != null) DrawBox(world.LocalPlayer.Shroud.Bounds.Value, Color.Blue); for (var j = 0; j < world.Map.MapSize.Y; j += world.WorldActor.Info.Traits.Get().BinSize) { Game.Renderer.LineRenderer.DrawLine(new float2(0, j * Game.CellSize), new float2(world.Map.MapSize.X * Game.CellSize, j * Game.CellSize), Color.Black, Color.Black); Game.Renderer.LineRenderer.DrawLine(new float2(j * Game.CellSize, 0), new float2(j * Game.CellSize, world.Map.MapSize.Y * Game.CellSize), Color.Black, Color.Black); } } public void DrawSelectionBox(Actor selectedUnit, Color c) { var bounds = selectedUnit.GetBounds(true); 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); Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c); Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c); Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c); Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c); Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c); Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c); Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c); Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c); } public void DrawLocus(Color c, int2[] cells) { var dict = cells.ToDictionary(a => a, a => 0); foreach (var t in dict.Keys) { if (!dict.ContainsKey(t + new int2(-1, 0))) Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)), c, c); if (!dict.ContainsKey(t + new int2(1, 0))) Game.Renderer.LineRenderer.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))) Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)), c, c); if (!dict.ContainsKey(t + new int2(0, 1))) Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)), c, c); } } public void DrawRangeCircle(Color c, float2 location, int range) { var prev = location + Game.CellSize * range * float2.FromAngle(0); for (var i = 1; i <= 32; i++) { var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16); Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c); prev = pos; } } public void RefreshPalette() { palette.Update( world.WorldActor.TraitsImplementing() ); } } }