#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.Collections.Generic; using System.IO; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Visualizes the state of the `ResourceLayer`.", " Attach this to the world actor.")] public class ResourceRendererInfo : ITraitInfo, Requires { [FieldLoader.Require] [Desc("Only render these ResourceType names.")] public readonly string[] RenderTypes = null; public virtual object Create(ActorInitializer init) { return new ResourceRenderer(init.Self, this); } } public class ResourceRenderer : IWorldLoaded, IRenderOverlay, ITickRender, INotifyActorDisposing { protected readonly ResourceLayer ResourceLayer; protected readonly CellLayer RenderContent; protected readonly ResourceRendererInfo Info; readonly HashSet dirty = new HashSet(); readonly Queue cleanDirty = new Queue(); readonly Dictionary spriteLayers = new Dictionary(); public ResourceRenderer(Actor self, ResourceRendererInfo info) { Info = info; ResourceLayer = self.Trait(); ResourceLayer.CellChanged += AddDirtyCell; RenderContent = new CellLayer(self.World.Map); } void AddDirtyCell(CPos cell, ResourceType resType) { if (resType == null || Info.RenderTypes.Contains(resType.Info.Type)) dirty.Add(cell); } void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { var resources = w.WorldActor.TraitsImplementing() .ToDictionary(r => r.Info.ResourceType, r => r); // Build the sprite layer dictionary for rendering resources // All resources that have the same palette must also share a sheet and blend mode foreach (var r in resources) { var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal => { var first = r.Value.Variants.First().Value.First(); return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor); }); // Validate that sprites are compatible with this layer var sheet = layer.Sheet; if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet))) throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier."); var blendMode = layer.BlendMode; if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode))) throw new InvalidDataException("Resource sprites specify different blend modes. " + "Try using different palettes for resource types that use different blend modes."); } // Initialize the RenderContent with the initial map state // because the shroud may not be enabled. foreach (var cell in w.Map.AllCells) { var type = ResourceLayer.GetResourceType(cell); if (type != null && Info.RenderTypes.Contains(type.Info.Type)) { var resourceContent = ResourceLayer.GetResource(cell); var rendererCellContents = new RendererCellContents(ChooseRandomVariant(resourceContent.Type), resourceContent.Type, resourceContent.Density); RenderContent[cell] = rendererCellContents; UpdateRenderedSprite(cell, rendererCellContents); } } } protected void UpdateSpriteLayers(CPos cell, Sprite sprite, PaletteReference palette) { foreach (var kv in spriteLayers) { // resource.Type is meaningless (and may be null) if resource.Sprite is null if (sprite != null && palette == kv.Key) kv.Value.Update(cell, sprite); else kv.Value.Update(cell, null); } } void IRenderOverlay.Render(WorldRenderer wr) { foreach (var kv in spriteLayers.Values) kv.Draw(wr.Viewport); } void ITickRender.TickRender(WorldRenderer wr, Actor self) { foreach (var cell in dirty) { if (self.World.FogObscures(cell)) continue; var resourceContent = ResourceLayer.GetResource(cell); if (resourceContent.Density > 0) { var cellContents = RenderContent[cell]; var variant = cellContents.Variant; if (cellContents.Variant == null || cellContents.Type != resourceContent.Type) variant = ChooseRandomVariant(resourceContent.Type); var rendererCellContents = new RendererCellContents(variant, resourceContent.Type, resourceContent.Density); RenderContent[cell] = rendererCellContents; UpdateRenderedSprite(cell, rendererCellContents); } else { var rendererCellContents = RendererCellContents.Empty; RenderContent[cell] = rendererCellContents; UpdateRenderedSprite(cell, rendererCellContents); } cleanDirty.Enqueue(cell); } while (cleanDirty.Count > 0) dirty.Remove(cleanDirty.Dequeue()); } protected virtual void UpdateRenderedSprite(CPos cell, RendererCellContents content) { var density = content.Density; var type = content.Type; if (content.Density > 0) { // The call chain for this method (that starts with AddDirtyCell()) guarantees // that the new content type would still be suitable for this renderer, // but that is a bit too fragile to rely on in case the code starts changing. if (!Info.RenderTypes.Contains(type.Info.Type)) return; var sprites = type.Variants[content.Variant]; var maxDensity = type.Info.MaxDensity; var frame = int2.Lerp(0, sprites.Length - 1, density, maxDensity); UpdateSpriteLayers(cell, sprites[frame], type.Palette); } else UpdateSpriteLayers(cell, null, null); } bool disposed; void INotifyActorDisposing.Disposing(Actor self) { if (disposed) return; foreach (var kv in spriteLayers.Values) kv.Dispose(); ResourceLayer.CellChanged -= AddDirtyCell; disposed = true; } protected virtual string ChooseRandomVariant(ResourceType t) { return t.Variants.Keys.Random(Game.CosmeticRandom); } public ResourceType GetRenderedResourceType(CPos cell) { return RenderContent[cell].Type; } public struct RendererCellContents { public readonly string Variant; public readonly ResourceType Type; public readonly int Density; public static readonly RendererCellContents Empty = default(RendererCellContents); public RendererCellContents(string variant, ResourceType type, int density) { Variant = variant; Type = type; Density = density; } } } }