Keep the tileset's palette as default, defined on the tileset, but override it for any tile templates that may want to do so with a palette defined on the template.
76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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sealed class TerrainRenderer : IDisposable
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{
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const string TerrainPalette = "terrain";
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readonly World world;
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readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
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readonly Theater theater;
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readonly CellLayer<TerrainTile> mapTiles;
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readonly CellLayer<byte> mapHeight;
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public TerrainRenderer(World world, WorldRenderer wr)
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{
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this.world = world;
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theater = wr.Theater;
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mapTiles = world.Map.MapTiles.Value;
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mapHeight = world.Map.MapHeight.Value;
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foreach (var template in world.TileSet.Templates)
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{
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var palette = template.Value.Palette ?? TerrainPalette;
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spriteLayers.GetOrAdd(palette, pal =>
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new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(palette), wr.World.Type != WorldType.Editor));
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}
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foreach (var cell in world.Map.AllCells)
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UpdateCell(cell);
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mapTiles.CellEntryChanged += UpdateCell;
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mapHeight.CellEntryChanged += UpdateCell;
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}
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public void UpdateCell(CPos cell)
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{
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var tile = mapTiles[cell];
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var palette = world.TileSet.Templates[tile.Type].Palette ?? TerrainPalette;
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var sprite = theater.TileSprite(tile);
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foreach (var kv in spriteLayers)
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kv.Value.Update(cell, palette == kv.Key ? sprite : null);
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}
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public void Draw(WorldRenderer wr, Viewport viewport)
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{
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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foreach (var r in wr.World.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render(wr);
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}
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public void Dispose()
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{
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mapTiles.CellEntryChanged -= UpdateCell;
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mapHeight.CellEntryChanged -= UpdateCell;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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}
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}
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}
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