200 lines
6.3 KiB
C#
200 lines
6.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.IO;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Visualizes the state of the `ResourceLayer`.", " Attach this to the world actor.")]
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public class ResourceRendererInfo : TraitInfo, Requires<IResourceLayerInfo>
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{
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[FieldLoader.Require]
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[Desc("Only render these ResourceType names.")]
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public readonly string[] RenderTypes = null;
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public override object Create(ActorInitializer init) { return new ResourceRenderer(init.Self, this); }
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}
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public class ResourceRenderer : IWorldLoaded, IRenderOverlay, ITickRender, INotifyActorDisposing
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{
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protected readonly IResourceLayer ResourceLayer;
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protected readonly CellLayer<RendererCellContents> RenderContent;
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protected readonly ResourceRendererInfo Info;
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readonly HashSet<CPos> dirty = new HashSet<CPos>();
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readonly Queue<CPos> cleanDirty = new Queue<CPos>();
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TerrainSpriteLayer spriteLayer;
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public ResourceRenderer(Actor self, ResourceRendererInfo info)
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{
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Info = info;
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ResourceLayer = self.Trait<IResourceLayer>();
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ResourceLayer.CellChanged += AddDirtyCell;
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RenderContent = new CellLayer<RendererCellContents>(self.World.Map);
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}
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void AddDirtyCell(CPos cell, ResourceType resType)
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{
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if (resType == null || Info.RenderTypes.Contains(resType.Info.Type))
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dirty.Add(cell);
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}
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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{
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var resources = w.WorldActor.TraitsImplementing<ResourceType>()
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.ToDictionary(r => r.Info.ResourceType, r => r);
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foreach (var r in resources)
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{
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if (spriteLayer == null)
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{
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var first = r.Value.Variants.First().Value.GetSprite(0);
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var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
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spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
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}
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// All resources must share a sheet and blend mode
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var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
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if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
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throw new InvalidDataException("Resource sprites specify different blend modes. "
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+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
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}
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// Initialize the RenderContent with the initial map state
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// because the shroud may not be enabled.
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foreach (var cell in w.Map.AllCells)
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{
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var type = ResourceLayer.GetResource(cell).Type;
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if (type != null && Info.RenderTypes.Contains(type.Info.Type))
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{
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var resourceContent = ResourceLayer.GetResource(cell);
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var rendererCellContents = new RendererCellContents(ChooseRandomVariant(resourceContent.Type), resourceContent.Type, resourceContent.Density);
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RenderContent[cell] = rendererCellContents;
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UpdateRenderedSprite(cell, rendererCellContents);
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}
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}
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}
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protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
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{
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// resource.Type is meaningless (and may be null) if resource.Sequence is null
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if (sequence != null)
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spriteLayer.Update(cell, sequence, palette, frame);
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else
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spriteLayer.Clear(cell);
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}
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void IRenderOverlay.Render(WorldRenderer wr)
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{
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spriteLayer.Draw(wr.Viewport);
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}
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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foreach (var cell in dirty)
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{
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if (!ResourceLayer.IsVisible(cell))
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continue;
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var resourceContent = ResourceLayer.GetResource(cell);
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if (resourceContent.Density > 0)
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{
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var cellContents = RenderContent[cell];
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var variant = cellContents.Variant;
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if (cellContents.Variant == null || cellContents.Type != resourceContent.Type)
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variant = ChooseRandomVariant(resourceContent.Type);
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var rendererCellContents = new RendererCellContents(variant, resourceContent.Type, resourceContent.Density);
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RenderContent[cell] = rendererCellContents;
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UpdateRenderedSprite(cell, rendererCellContents);
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}
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else
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{
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var rendererCellContents = RendererCellContents.Empty;
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RenderContent[cell] = rendererCellContents;
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UpdateRenderedSprite(cell, rendererCellContents);
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}
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cleanDirty.Enqueue(cell);
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}
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while (cleanDirty.Count > 0)
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dirty.Remove(cleanDirty.Dequeue());
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}
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protected virtual void UpdateRenderedSprite(CPos cell, RendererCellContents content)
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{
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var density = content.Density;
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var type = content.Type;
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if (content.Density > 0)
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{
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// The call chain for this method (that starts with AddDirtyCell()) guarantees
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// that the new content type would still be suitable for this renderer,
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// but that is a bit too fragile to rely on in case the code starts changing.
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if (!Info.RenderTypes.Contains(type.Info.Type))
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return;
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var sprites = type.Variants[content.Variant];
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var maxDensity = type.Info.MaxDensity;
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var frame = int2.Lerp(0, sprites.Length - 1, density, maxDensity);
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UpdateSpriteLayers(cell, sprites, frame, type.Palette);
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}
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else
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UpdateSpriteLayers(cell, null, 0, null);
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}
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bool disposed;
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void INotifyActorDisposing.Disposing(Actor self)
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{
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if (disposed)
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return;
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spriteLayer.Dispose();
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ResourceLayer.CellChanged -= AddDirtyCell;
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disposed = true;
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}
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protected virtual string ChooseRandomVariant(ResourceType t)
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{
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return t.Variants.Keys.Random(Game.CosmeticRandom);
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}
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public ResourceType GetRenderedResourceType(CPos cell) { return RenderContent[cell].Type; }
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public struct RendererCellContents
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{
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public readonly string Variant;
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public readonly ResourceType Type;
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public readonly int Density;
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public static readonly RendererCellContents Empty = default(RendererCellContents);
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public RendererCellContents(string variant, ResourceType type, int density)
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{
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Variant = variant;
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Type = type;
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Density = density;
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}
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}
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}
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}
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