using System.Drawing; using OpenRa.Game.Graphics; using System; using OpenRa.Game.GameRules; using System.Linq; namespace OpenRa.Game { class UiOverlay { SpriteRenderer spriteRenderer; Sprite buildOk; Sprite buildBlocked; public UiOverlay(SpriteRenderer spriteRenderer) { this.spriteRenderer = spriteRenderer; buildOk = SynthesizeTile(0x80); buildBlocked = SynthesizeTile(0xe6); } 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 (!hasOverlay) return; var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name]; var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */ var tooFarFromBase = !Footprint.Tiles(bi, position).Any( t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance); foreach( var t in Footprint.Tiles( bi, position ) ) spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel ) ? buildOk : buildBlocked, Game.CellSize * t, 0 ); spriteRenderer.Flush(); } bool hasOverlay; int2 position; string name; public void KillOverlay() { hasOverlay = false; } public void SetCurrentOverlay(int2 cell, string name) { hasOverlay = true; position = cell; this.name = name; } } }