#region Copyright & License Information /* * Copyright 2007-2016 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Widgets; namespace OpenRA.Mods.Common.Widgets { public class SupportPowerTimerWidget : Widget { public readonly string Font = "Bold"; public readonly string Format = "{0}: {1}"; public readonly TimerOrder Order = TimerOrder.Descending; readonly int timestep; readonly IEnumerable powers; Tuple[] texts; [ObjectCreator.UseCtor] public SupportPowerTimerWidget(World world) { powers = world.ActorsWithTrait() .Where(p => !p.Actor.IsDead && !p.Actor.Owner.NonCombatant) .SelectMany(s => s.Trait.Powers.Values) .Where(p => p.Instances.Any() && p.Info.DisplayTimer && !p.Disabled); // Timers in replays should be synced to the effective game time, not the playback time. timestep = world.Timestep; if (world.IsReplay) timestep = world.WorldActor.Trait().GameSpeed.Timestep; } public override void Tick() { texts = powers.Select(p => { var time = WidgetUtils.FormatTime(p.RemainingTime, false, timestep); var text = Format.F(p.Info.Description, time); var self = p.Instances[0].Self; var playerColor = self.Owner.Color.RGB; if (Game.Settings.Game.UsePlayerStanceColors) playerColor = self.Owner.PlayerStanceColor(self); var color = !p.Ready || Game.LocalTick % 50 < 25 ? playerColor : Color.White; var inversedColor = self.Owner.Color; var inversedL = color == Color.White || inversedColor.L > 128 ? (byte)0 : (byte)255; inversedColor = new HSLColor(inversedColor.H, 0, inversedL); return Tuple.Create(text, color, inversedColor.RGB); }).ToArray(); } public override void Draw() { if (!IsVisible() || texts == null) return; var y = 0; foreach (var t in texts) { var font = Game.Renderer.Fonts[Font]; font.DrawTextWithContrast(t.Item1, new float2(Bounds.Location) + new float2(0, y), t.Item2, t.Item3, 1); y += (font.Measure(t.Item1).Y + 5) * (int)Order; } } public enum TimerOrder { Ascending = -1, Descending = 1 } } }