Files
OpenRA/OpenRA.Mods.Common/Traits/Render/DrawLineToTarget.cs
Paul Chote 0975102e92 Add Alpha support to sequences.
Alpha can specify a single value for the sequence
or values for each frame in the sequence.

AlphaFade: True can be specified to linearly fade
to transparent over the length of the animation.
2021-02-24 19:20:48 +01:00

152 lines
4.7 KiB
C#

#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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders target lines between order waypoints.")]
public class DrawLineToTargetInfo : TraitInfo
{
[Desc("Delay (in milliseconds) before the target lines disappear.")]
public readonly int Delay = 2400;
[Desc("Width (in pixels) of the target lines.")]
public readonly int LineWidth = 1;
[Desc("Width (in pixels) of the queued target lines.")]
public readonly int QueuedLineWidth = 1;
[Desc("Width (in pixels) of the end node markers.")]
public readonly int MarkerWidth = 2;
[Desc("Width (in pixels) of the queued end node markers.")]
public readonly int QueuedMarkerWidth = 2;
public override object Create(ActorInitializer init) { return new DrawLineToTarget(init.Self, this); }
}
public class DrawLineToTarget : IRenderAboveShroud, IRenderAnnotationsWhenSelected, INotifySelected
{
readonly DrawLineToTargetInfo info;
readonly List<IRenderable> renderableCache = new List<IRenderable>();
long lifetime;
public DrawLineToTarget(Actor self, DrawLineToTargetInfo info)
{
this.info = info;
}
public void ShowTargetLines(Actor self)
{
if (Game.Settings.Game.TargetLines < TargetLinesType.Automatic || self.IsIdle)
return;
// Reset the order line timeout.
lifetime = Game.RunTime + info.Delay;
}
void INotifySelected.Selected(Actor self)
{
ShowTargetLines(self);
}
bool ShouldRender(Actor self)
{
if (!self.Owner.IsAlliedWith(self.World.LocalPlayer) || Game.Settings.Game.TargetLines == TargetLinesType.Disabled)
return false;
// Players want to see the lines when in waypoint mode.
var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
return force || Game.RunTime <= lifetime;
}
IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
{
if (!ShouldRender(self))
return Enumerable.Empty<IRenderable>();
return RenderAboveShroud(self, wr);
}
IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr)
{
var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
var a = self.CurrentActivity;
for (; a != null; a = a.NextActivity)
if (!a.IsCanceling)
foreach (var n in a.TargetLineNodes(self))
if (n.Tile != null && n.Target.Type != TargetType.Invalid)
yield return new SpriteRenderable(n.Tile, n.Target.CenterPosition, WVec.Zero, -511, pal, 1f, 1f, float3.Ones, TintModifiers.IgnoreWorldTint, true);
}
bool IRenderAboveShroud.SpatiallyPartitionable { get { return false; } }
IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
{
if (!ShouldRender(self))
return Enumerable.Empty<IRenderable>();
renderableCache.Clear();
var prev = self.CenterPosition;
var a = self.CurrentActivity;
for (; a != null; a = a.NextActivity)
{
if (a.IsCanceling)
continue;
foreach (var n in a.TargetLineNodes(self))
{
if (n.Target.Type != TargetType.Invalid && n.Tile == null)
{
var lineWidth = renderableCache.Count > 0 ? info.QueuedLineWidth : info.LineWidth;
var markerWidth = renderableCache.Count > 0 ? info.QueuedMarkerWidth : info.MarkerWidth;
var pos = n.Target.CenterPosition;
renderableCache.Add(new TargetLineRenderable(new[] { prev, pos }, n.Color, lineWidth, markerWidth));
prev = pos;
}
}
}
if (renderableCache.Count == 0)
return Enumerable.Empty<IRenderable>();
// Reverse draw order so target markers are drawn on top of the next line
renderableCache.Reverse();
return renderableCache.ToArray();
}
bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable { get { return false; } }
}
public static class LineTargetExts
{
public static void ShowTargetLines(this Actor self)
{
// Target lines are only automatically shown for the owning player
// Spectators and allies must use the force-display modifier
if (self.Owner != self.World.LocalPlayer)
return;
// Draw after frame end so that all the queueing of activities are done before drawing.
var line = self.TraitOrDefault<DrawLineToTarget>();
if (line != null)
self.World.AddFrameEndTask(w => line.ShowTargetLines(self));
}
}
}