using System.Drawing; using System.Linq; using System.Windows.Forms; using IjwFramework.Types; using System.Collections.Generic; namespace OpenRa.Game.Graphics { class WorldRenderer { public readonly SpriteRenderer spriteRenderer; public readonly LineRenderer lineRenderer; public readonly Region region; public readonly UiOverlay uiOverlay; public WorldRenderer(Renderer renderer) { // TODO: this is layout policy. it belongs at a higher level than this. region = Region.Create(Game.viewport, DockStyle.Left, Game.viewport.Width - 128, Draw, Game.controller.HandleMouseInput); Game.viewport.AddRegion(region); spriteRenderer = new SpriteRenderer(renderer, true); lineRenderer = new LineRenderer(renderer); uiOverlay = new UiOverlay(spriteRenderer); } void DrawSpriteList(Player owner, RectangleF rect, IEnumerable> images) { foreach (var image in images) { var loc = image.Second; if (loc.X > rect.Right || loc.X < rect.Left - image.First.bounds.Width) continue; if (loc.Y > rect.Bottom || loc.Y < rect.Top - image.First.bounds.Height) continue; spriteRenderer.DrawSprite(image.First, loc, (owner != null) ? owner.Palette : 0); } } public void Draw() { var rect = new RectangleF((region.Position + Game.viewport.Location).ToPointF(), region.Size.ToSizeF()); foreach (Actor a in Game.world.Actors) DrawSpriteList(a.Owner, rect, a.Render()); foreach (IEffect e in Game.world.Effects) DrawSpriteList(e.Owner, rect, e.Render()); uiOverlay.Draw(); spriteRenderer.Flush(); var selbox = Game.controller.SelectionBox; if (selbox != null) { var a = selbox.Value.First; var b = new float2(selbox.Value.Second.X - a.X, 0); var c = new float2(0, selbox.Value.Second.Y - a.Y); lineRenderer.DrawLine(a, a + b, Color.White, Color.White); lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White); lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White); lineRenderer.DrawLine(a, a + c, Color.White, Color.White); foreach (var u in Game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second)) DrawSelectionBox(u, Color.Yellow, false); } var selection = Game.controller.orderGenerator as UnitOrderGenerator; if (selection != null) foreach( var a in Game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */ DrawSelectionBox(a, Color.White, true); lineRenderer.Flush(); } const float conditionYellow = 0.5f; /* todo: get these from gamerules */ const float conditionRed = 0.25f; void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar) { var center = selectedUnit.CenterLocation; var size = selectedUnit.SelectedSize; var xy = center - 0.5f * size; var XY = center + 0.5f * size; var Xy = new float2(XY.X, xy.Y); var xY = new float2(xy.X, XY.Y); lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c); lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c); lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c); lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c); lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c); lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c); lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c); lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c); if (drawHealthBar) { c = Color.Gray; lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c); lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c); var healthAmount = 0.6f; var healthColor = (healthAmount < conditionRed) ? Color.Red : (healthAmount < conditionYellow) ? Color.Yellow : Color.LimeGreen; var healthColor2 = Color.FromArgb( 255, healthColor.R / 2, healthColor.G / 2, healthColor.B / 2); var z = float2.Lerp(xy, Xy, healthAmount); lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0,-4), c, c); lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c); lineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor); lineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2); lineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2); } } } }