This provides a more efficient way of determining the bounds by avoiding LINQ. A helper that works directly on arrays prevents allocation of an enumerator when the collection is know to be an array.
94 lines
3.4 KiB
C#
94 lines
3.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders Ctrl groups using pixel art.")]
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public class WithSpriteControlGroupDecorationInfo : ITraitInfo, Requires<IDecorationBoundsInfo>
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{
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[PaletteReference] public readonly string Palette = "chrome";
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public readonly string Image = "pips";
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[Desc("Sprite sequence used to render the control group 0-9 numbers.")]
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[SequenceReference("Image")] public readonly string GroupSequence = "groups";
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[Desc("Point in the actor's selection box used as reference for offsetting the decoration image. " +
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"Possible values are combinations of Center, Top, Bottom, Left, Right.")]
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public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;
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public object Create(ActorInitializer init) { return new WithSpriteControlGroupDecoration(init.Self, this); }
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}
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public class WithSpriteControlGroupDecoration : IRenderAboveShroudWhenSelected
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{
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public readonly WithSpriteControlGroupDecorationInfo Info;
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readonly IDecorationBounds[] decorationBounds;
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readonly Animation pipImages;
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public WithSpriteControlGroupDecoration(Actor self, WithSpriteControlGroupDecorationInfo info)
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{
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Info = info;
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decorationBounds = self.TraitsImplementing<IDecorationBounds>().ToArray();
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pipImages = new Animation(self.World, Info.Image);
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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if (self.Owner != wr.World.LocalPlayer)
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yield break;
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if (self.World.FogObscures(self))
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yield break;
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var pal = wr.Palette(Info.Palette);
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foreach (var r in DrawControlGroup(self, wr, pal))
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yield return r;
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}
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bool IRenderAboveShroudWhenSelected.SpatiallyPartitionable { get { return true; } }
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IEnumerable<IRenderable> DrawControlGroup(Actor self, WorldRenderer wr, PaletteReference palette)
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{
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var group = self.World.Selection.GetControlGroupForActor(self);
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if (group == null)
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yield break;
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pipImages.PlayFetchIndex(Info.GroupSequence, () => (int)group);
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var bounds = decorationBounds.FirstNonEmptyBounds(self, wr);
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var boundsOffset = 0.5f * new float2(bounds.Left + bounds.Right, bounds.Top + bounds.Bottom);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Top))
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boundsOffset -= new float2(0, 0.5f * bounds.Height);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Bottom))
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boundsOffset += new float2(0, 0.5f * bounds.Height);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Left))
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boundsOffset -= new float2(0.5f * bounds.Width, 0);
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if (Info.ReferencePoint.HasFlag(ReferencePoints.Right))
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boundsOffset += new float2(0.5f * bounds.Width, 0);
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var pxPos = wr.Viewport.WorldToViewPx(boundsOffset.ToInt2()) - (0.5f * pipImages.Image.Size.XY).ToInt2();
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yield return new UISpriteRenderable(pipImages.Image, self.CenterPosition, pxPos, 0, palette, 1f);
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}
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}
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}
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