#region Copyright & License Information /* * Copyright 2007-2015 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.Drawing; using OpenRA.Graphics; namespace OpenRA.Mods.Common.Graphics { public struct TextRenderable : IRenderable, IFinalizedRenderable { readonly SpriteFont font; readonly WPos pos; readonly int zOffset; readonly Color color; readonly string text; public TextRenderable(SpriteFont font, WPos pos, int zOffset, Color color, string text) { this.font = font; this.pos = pos; this.zOffset = zOffset; this.color = color; this.text = text; } public WPos Pos { get { return pos; } } public PaletteReference Palette { get { return null; } } public int ZOffset { get { return zOffset; } } public bool IsDecoration { get { return true; } } public IRenderable WithPalette(PaletteReference newPalette) { return new TextRenderable(font, pos, zOffset, color, text); } public IRenderable WithZOffset(int newOffset) { return new TextRenderable(font, pos, zOffset, color, text); } public IRenderable OffsetBy(WVec vec) { return new TextRenderable(font, pos + vec, zOffset, color, text); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { var screenPos = wr.Viewport.Zoom * (wr.ScreenPosition(pos) - wr.Viewport.TopLeft.ToFloat2()) - 0.5f * font.Measure(text).ToFloat2(); var screenPxPos = new float2((float)Math.Round(screenPos.X), (float)Math.Round(screenPos.Y)); font.DrawTextWithContrast(text, screenPxPos, color, Color.Black, 1); } public void RenderDebugGeometry(WorldRenderer wr) { var size = font.Measure(text).ToFloat2(); var offset = wr.ScreenPxPosition(pos) - 0.5f * size; Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + size, Color.Red); } public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; } } }