using System; using System.Collections.Generic; using System.Text; using BluntDirectX.Direct3D; using OpenRa.FileFormats; using System.Drawing; using System.Windows.Forms; namespace OpenRa.Game { class World { List actors = new List(); List> frameEndActions = new List>(); SpriteRenderer spriteRenderer; Viewport viewport; public ISelectable myUnit; public World(Renderer renderer, Viewport viewport) { this.viewport = viewport; viewport.AddRegion(Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw)); spriteRenderer = new SpriteRenderer(renderer, true); } public void Add(Actor a) { actors.Add(a); } public void Remove( Actor a ) { actors.Remove( a ); } public void AddFrameEndTask( Action a ) { frameEndActions.Add( a ); } int lastTime = Environment.TickCount; void Draw( Game game ) { int t = Environment.TickCount; int dt = t - lastTime; lastTime = t; Range range = new Range(viewport.Location, viewport.Location + viewport.Size); foreach (Actor a in actors) { a.Tick( game, dt ); Sprite[] images = a.CurrentImages; float2 loc = a.RenderLocation; if( loc.X > range.End.X || loc.X < range.Start.X - images[ 0 ].bounds.Width ) continue; if( loc.Y > range.End.Y || loc.Y < range.Start.Y - images[ 0 ].bounds.Height ) continue; foreach( Sprite image in images ) spriteRenderer.DrawSprite(image, loc, a.palette); } foreach( Action a in frameEndActions ) { a( this ); } frameEndActions.Clear(); spriteRenderer.Flush(); } } }