Files
OpenRA/OpenRa.Game/UiOverlay.cs
2010-01-30 11:26:35 +13:00

60 lines
1.8 KiB
C#

using System.Drawing;
using System.Linq;
using OpenRa.GameRules;
using OpenRa.Graphics;
using OpenRa.Traits;
namespace OpenRa
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
public static bool ShowUnitDebug = false;
public UiOverlay(SpriteRenderer spriteRenderer)
{
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
unitDebug = SynthesizeTile(0x7c);
}
static Sprite SynthesizeTile(byte paletteIndex)
{
byte[] data = new byte[Game.CellSize * Game.CellSize];
for (int i = 0; i < Game.CellSize; i++)
for (int j = 0; j < Game.CellSize; j++)
data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
return SheetBuilder.Add( data, new Size(Game.CellSize,Game.CellSize) );
}
public void Draw( World world )
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
}
public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
{
var position = Game.controller.MousePosition.ToInt2();
var topLeft = position - Footprint.AdjustForBuildingSize( bi );
var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
foreach( var t in Footprint.Tiles( name, bi, topLeft ) )
spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
? buildOk : buildBlocked, Game.CellSize * t, 0 );
spriteRenderer.Flush();
}
}
}