#region Copyright & License Information /* * Copyright 2007-2011 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. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.FileFormats; namespace OpenRA.Traits { public class RenderSimpleInfo : ITraitInfo, LocalCoordinatesModelInfo { [Desc("Defaults to the actor name.")] public readonly string Image = null; [Desc("custom palette name")] public readonly string Palette = null; [Desc("custom PlayerColorPalette: BaseName")] public readonly string PlayerPalette = "player"; [Desc("Change the sprite image size.")] public readonly float Scale = 1f; [Desc("Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence")] public readonly int QuantizedFacings = -1; [Desc("Camera pitch the sprite was rendered with. Used to determine rotation ellipses")] public readonly WAngle CameraPitch = WAngle.FromDegrees(40); public virtual object Create(ActorInitializer init) { return new RenderSimple(init.self); } public virtual IEnumerable RenderPreview(ActorInfo ai, PaletteReference pr) { var anim = new Animation(RenderSimple.GetImage(ai), () => 0); anim.PlayRepeating("idle"); yield return new SpriteRenderable(anim.Image, WPos.Zero, 0, pr, 1f); } } public class RenderSimple : IRender, ILocalCoordinatesModel, IAutoSelectionSize, ITick, INotifyOwnerChanged { public Dictionary anims = new Dictionary(); public static Func MakeFacingFunc(Actor self) { var facing = self.TraitOrDefault(); if (facing == null) return () => 0; return () => facing.Facing; } public Animation anim { get { return anims[""].Animation; } protected set { anims[""] = new AnimationWithOffset(value, anims[""].OffsetFunc, anims[""].DisableFunc, anims[""].ZOffset); } } public static string GetImage(ActorInfo actor) { var Info = actor.Traits.Get(); return Info.Image ?? actor.Name; } public string GetImage(Actor self) { if (cachedImage != null) return cachedImage; return cachedImage = GetImage(self.Info); } RenderSimpleInfo Info; string cachedImage = null; bool initializePalette = true; protected PaletteReference palette; public RenderSimple(Actor self, Func baseFacing) { anims.Add("", new Animation(GetImage(self), baseFacing)); Info = self.Info.Traits.Get(); } public RenderSimple(Actor self) : this( self, MakeFacingFunc(self) ) { anim.PlayRepeating("idle"); } protected virtual string PaletteName(Actor self) { return Info.Palette ?? Info.PlayerPalette + self.Owner.InternalName; } protected void UpdatePalette() { initializePalette = true; } public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { UpdatePalette(); } public virtual IEnumerable Render(Actor self, WorldRenderer wr) { if (initializePalette) { palette = wr.Palette(PaletteName(self)); initializePalette = false; } foreach (var a in anims.Values) if (a.DisableFunc == null || !a.DisableFunc()) yield return a.Image(self, wr, palette, Info.Scale); } public int2 SelectionSize(Actor self) { return anims.Values.Where(b => (b.DisableFunc == null || !b.DisableFunc()) && b.Animation.CurrentSequence != null) .Select(a => (a.Animation.Image.size*Info.Scale).ToInt2()) .FirstOrDefault(); } public virtual void Tick(Actor self) { foreach (var a in anims.Values) a.Animation.Tick(); } protected virtual string NormalizeSequence(Actor self, string baseSequence) { string damageState = self.GetDamageState() >= DamageState.Heavy ? "damaged-" : ""; if (anim.HasSequence(damageState + baseSequence)) return damageState + baseSequence; else return baseSequence; } public void PlayCustomAnim(Actor self, string name) { if (anim.HasSequence(name)) anim.PlayThen(NormalizeSequence(self, name), () => anim.PlayRepeating(NormalizeSequence(self, "idle"))); } public WVec LocalToWorld(WVec vec) { // RA's 2d perspective doesn't correspond to an orthonormal 3D // coordinate system, so fudge the y axis to make things look good return new WVec(vec.Y, -Info.CameraPitch.Sin()*vec.X/1024, vec.Z); } public WRot QuantizeOrientation(Actor self, WRot orientation) { // Map yaw to the closest facing var numDirs = Info.QuantizedFacings == -1 ? anim.CurrentSequence.Facings : Info.QuantizedFacings; var facing = Util.QuantizeFacing(orientation.Yaw.Angle / 4, numDirs) * (256 / numDirs); // Roll and pitch are always zero return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facing)); } } }