#region Copyright & License Information /* * Copyright 2007-2020 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.Linq; using OpenRA.Graphics; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Graphics { public struct IsometricSelectionBoxAnnotationRenderable : IRenderable, IFinalizedRenderable { static readonly float2 TLOffset = new float2(-12, -6); static readonly float2 TROffset = new float2(12, -6); static readonly float2 TOffset = new float2(0, -13); static readonly float2[] Offsets = { -TROffset, -TLOffset, -TOffset, TROffset, -TOffset, -TLOffset, -TLOffset, TOffset, TROffset, TLOffset, TROffset, TOffset, -TROffset, TOffset, TLOffset, TLOffset, -TOffset, -TROffset }; readonly WPos pos; readonly Polygon bounds; readonly Color color; public IsometricSelectionBoxAnnotationRenderable(Actor actor, Polygon bounds, Color color) { pos = actor.CenterPosition; this.bounds = bounds; this.color = color; } public IsometricSelectionBoxAnnotationRenderable(WPos pos, Polygon bounds, Color color) { this.pos = pos; this.bounds = bounds; this.color = color; } public WPos Pos { get { return pos; } } public int ZOffset { get { return 0; } } public bool IsDecoration { get { return true; } } public IRenderable WithZOffset(int newOffset) { return this; } public IRenderable OffsetBy(WVec vec) { return new IsometricSelectionBoxAnnotationRenderable(pos + vec, bounds, color); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { var screen = bounds.Vertices.Select(v => wr.Viewport.WorldToViewPx(v).ToFloat2()).ToArray(); var tl = new float2(-12, -6); var tr = new float2(12, -6); var t = new float2(0, -13); var cr = Game.Renderer.RgbaColorRenderer; for (var i = 0; i < 6; i++) { cr.DrawLine(new float3[] { screen[i] + Offsets[3 * i], screen[i], screen[i] + Offsets[3 * i + 1] }, 1, color, true); cr.DrawLine(new float3[] { screen[i], screen[i] + Offsets[3 * i + 2] }, 1, color, true); } } public void RenderDebugGeometry(WorldRenderer wr) { } public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; } } }