By maintaining a set of changed cells we can avoid repeating work for cells that change multiple times before being rendered. The shroud renderer and radar widget now delay their work until they must render, and thus process each changed cell only once. This avoids significant repetition that was causing major slowdown when many actors were in the world.
363 lines
10 KiB
C#
363 lines
10 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 System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets
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{
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public class RadarWidget : Widget
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{
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public string WorldInteractionController = null;
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public int AnimationLength = 5;
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public string RadarOnlineSound = null;
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public string RadarOfflineSound = null;
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public Func<bool> IsEnabled = () => true;
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public Action AfterOpen = () => { };
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public Action AfterClose = () => { };
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public Action<float> Animating = _ => { };
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readonly World world;
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readonly WorldRenderer worldRenderer;
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readonly RadarPings radarPings;
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readonly HashSet<CPos> dirtyShroudCells = new HashSet<CPos>();
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float radarMinimapHeight;
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int frame;
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bool hasRadar;
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bool cachedEnabled;
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float previewScale = 0;
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int2 previewOrigin = int2.Zero;
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Rectangle mapRect = Rectangle.Empty;
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Sheet radarSheet;
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byte[] radarData;
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Sprite terrainSprite;
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Sprite actorSprite;
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Sprite shroudSprite;
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Shroud renderShroud;
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[ObjectCreator.UseCtor]
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public RadarWidget(World world, WorldRenderer worldRenderer)
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{
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this.world = world;
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this.worldRenderer = worldRenderer;
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radarPings = world.WorldActor.TraitOrDefault<RadarPings>();
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}
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public override void Initialize(WidgetArgs args)
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{
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base.Initialize(args);
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var width = world.Map.Bounds.Width;
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var height = world.Map.Bounds.Height;
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var size = Math.Max(width, height);
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var rb = RenderBounds;
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previewScale = Math.Min(rb.Width * 1f / width, rb.Height * 1f / height);
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previewOrigin = new int2((int)(previewScale * (size - width) / 2), (int)(previewScale * (size - height) / 2));
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mapRect = new Rectangle(previewOrigin.X, previewOrigin.Y, (int)(previewScale * width), (int)(previewScale * height));
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// The four layers are stored in a 2x2 grid within a single texture
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radarSheet = new Sheet(new Size(2 * width, 2 * height).NextPowerOf2());
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radarSheet.CreateBuffer();
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radarData = radarSheet.GetData();
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terrainSprite = new Sprite(radarSheet, new Rectangle(0, 0, width, height), TextureChannel.Alpha);
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shroudSprite = new Sprite(radarSheet, new Rectangle(width, 0, width, height), TextureChannel.Alpha);
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actorSprite = new Sprite(radarSheet, new Rectangle(0, height, width, height), TextureChannel.Alpha);
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// Set initial terrain data
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using (var bitmap = Minimap.TerrainBitmap(world.TileSet, world.Map))
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OpenRA.Graphics.Util.FastCopyIntoSprite(terrainSprite, bitmap);
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world.Map.MapTiles.Value.CellEntryChanged += UpdateTerrainCell;
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world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
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}
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void UpdateTerrainCell(CPos cell)
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{
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var stride = radarSheet.Size.Width;
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var uv = cell.ToMPos(world.Map);
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var terrain = world.Map.GetTerrainInfo(cell);
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var dx = terrainSprite.Bounds.Left - world.Map.Bounds.Left;
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var dy = terrainSprite.Bounds.Top - world.Map.Bounds.Top;
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unsafe
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{
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fixed (byte* colorBytes = &radarData[0])
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{
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var colors = (int*)colorBytes;
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colors[(uv.V + dy) * stride + uv.U + dx] = terrain.Color.ToArgb();
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}
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}
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}
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void UpdateShroudCell(CPos cell)
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{
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var stride = radarSheet.Size.Width;
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var uv = cell.ToMPos(world.Map);
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var dx = shroudSprite.Bounds.Left - world.Map.Bounds.Left;
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var dy = shroudSprite.Bounds.Top - world.Map.Bounds.Top;
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var color = 0;
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if (world.ShroudObscures(cell))
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color = Color.Black.ToArgb();
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else if (world.FogObscures(cell))
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color = Color.FromArgb(128, Color.Black).ToArgb();
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unsafe
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{
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fixed (byte* colorBytes = &radarData[0])
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{
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var colors = (int*)colorBytes;
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colors[(uv.V + dy) * stride + uv.U + dx] = color;
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}
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}
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}
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void MarkShroudDirty(IEnumerable<CPos> cellsChanged)
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{
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dirtyShroudCells.UnionWith(cellsChanged);
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}
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public override string GetCursor(int2 pos)
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{
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if (world == null || !hasRadar)
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return null;
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var cell = MinimapPixelToCell(pos);
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var location = worldRenderer.Viewport.WorldToViewPx(worldRenderer.ScreenPxPosition(world.Map.CenterOfCell(cell)));
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var mi = new MouseInput
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{
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Location = location,
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Button = MouseButton.Right,
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Modifiers = Game.GetModifierKeys()
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};
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var cursor = world.OrderGenerator.GetCursor(world, cell, mi);
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if (cursor == null)
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return "default";
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return Game.ModData.CursorProvider.HasCursorSequence(cursor + "-minimap") ? cursor + "-minimap" : cursor;
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}
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public override bool HandleMouseInput(MouseInput mi)
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{
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if (!mapRect.Contains(mi.Location))
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return false;
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if (!hasRadar)
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return true;
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var cell = MinimapPixelToCell(mi.Location);
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var pos = world.Map.CenterOfCell(cell);
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if ((mi.Event == MouseInputEvent.Down || mi.Event == MouseInputEvent.Move) && mi.Button == MouseButton.Left)
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worldRenderer.Viewport.Center(pos);
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if (mi.Event == MouseInputEvent.Down && mi.Button == MouseButton.Right)
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{
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// fake a mousedown/mouseup here
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var location = worldRenderer.Viewport.WorldToViewPx(worldRenderer.ScreenPxPosition(pos));
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var fakemi = new MouseInput
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{
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Event = MouseInputEvent.Down,
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Button = MouseButton.Right,
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Modifiers = mi.Modifiers,
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Location = location
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};
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if (WorldInteractionController != null)
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{
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var controller = Ui.Root.Get<WorldInteractionControllerWidget>(WorldInteractionController);
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controller.HandleMouseInput(fakemi);
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fakemi.Event = MouseInputEvent.Up;
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controller.HandleMouseInput(fakemi);
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}
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}
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return true;
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}
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public override void Draw()
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{
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if (world == null)
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return;
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if (renderShroud != null)
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{
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foreach (var cell in dirtyShroudCells)
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UpdateShroudCell(cell);
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dirtyShroudCells.Clear();
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}
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radarSheet.CommitData();
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var o = new float2(mapRect.Location.X, mapRect.Location.Y + world.Map.Bounds.Height * previewScale * (1 - radarMinimapHeight) / 2);
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var s = new float2(mapRect.Size.Width, mapRect.Size.Height * radarMinimapHeight);
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var rsr = Game.Renderer.RgbaSpriteRenderer;
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rsr.DrawSprite(terrainSprite, o, s);
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rsr.DrawSprite(actorSprite, o, s);
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if (renderShroud != null)
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rsr.DrawSprite(shroudSprite, o, s);
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// Draw viewport rect
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if (hasRadar)
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{
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var tl = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.Position(worldRenderer.Viewport.TopLeft)));
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var br = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.Position(worldRenderer.Viewport.BottomRight)));
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Game.Renderer.EnableScissor(mapRect);
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DrawRadarPings();
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Game.Renderer.LineRenderer.DrawRect(tl, br, Color.White);
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Game.Renderer.DisableScissor();
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}
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}
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void DrawRadarPings()
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{
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if (radarPings == null)
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return;
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var lr = Game.Renderer.LineRenderer;
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var oldWidth = lr.LineWidth;
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lr.LineWidth = 2;
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foreach (var radarPing in radarPings.Pings.Where(e => e.IsVisible()))
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{
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var c = radarPing.Color;
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var pingCell = world.Map.CellContaining(radarPing.Position);
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var points = radarPing.Points(CellToMinimapPixel(pingCell)).ToArray();
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lr.DrawLine(points[0], points[1], c, c);
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lr.DrawLine(points[1], points[2], c, c);
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lr.DrawLine(points[2], points[0], c, c);
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}
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lr.LineWidth = oldWidth;
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}
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public override void Tick()
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{
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// Enable/Disable the radar
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var enabled = IsEnabled();
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if (enabled != cachedEnabled)
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Sound.Play(enabled ? RadarOnlineSound : RadarOfflineSound);
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cachedEnabled = enabled;
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if (enabled)
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{
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var rp = world.RenderPlayer;
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var newRenderShroud = rp != null ? rp.Shroud : null;
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if (newRenderShroud != renderShroud)
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{
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if (renderShroud != null)
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renderShroud.CellsChanged -= MarkShroudDirty;
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if (newRenderShroud != null)
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{
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// Redraw the full shroud sprite
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using (var bitmap = Minimap.ShroudBitmap(world))
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OpenRA.Graphics.Util.FastCopyIntoSprite(shroudSprite, bitmap);
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// Update the notification binding
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newRenderShroud.CellsChanged += MarkShroudDirty;
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}
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dirtyShroudCells.Clear();
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renderShroud = newRenderShroud;
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}
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// The actor layer is updated every tick
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var stride = radarSheet.Size.Width;
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var dx = actorSprite.Bounds.Left - world.Map.Bounds.Left;
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var dy = actorSprite.Bounds.Top - world.Map.Bounds.Top;
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Array.Clear(radarData, 4 * (actorSprite.Bounds.Top * stride + actorSprite.Bounds.Left), 4 * actorSprite.Bounds.Height * stride);
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unsafe
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{
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fixed (byte* colorBytes = &radarData[0])
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{
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var colors = (int*)colorBytes;
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foreach (var t in world.ActorsWithTrait<IRadarSignature>())
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{
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if (!t.Actor.IsInWorld || world.FogObscures(t.Actor))
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continue;
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var color = t.Trait.RadarSignatureColor(t.Actor);
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foreach (var cell in t.Trait.RadarSignatureCells(t.Actor))
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{
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var uv = cell.ToMPos(world.Map);
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if (world.Map.Bounds.Contains(uv.U, uv.V))
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colors[(uv.V + dy) * stride + uv.U + dx] = color.ToArgb();
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}
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}
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}
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}
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}
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var targetFrame = enabled ? AnimationLength : 0;
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hasRadar = enabled && frame == AnimationLength;
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if (frame == targetFrame)
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return;
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frame += enabled ? 1 : -1;
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radarMinimapHeight = float2.Lerp(0, 1, (float)frame / AnimationLength);
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Animating(frame * 1f / AnimationLength);
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// Update map rectangle for event handling
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var ro = RenderOrigin;
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mapRect = new Rectangle(previewOrigin.X + ro.X, previewOrigin.Y + ro.Y, mapRect.Width, mapRect.Height);
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// Animation is complete
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if (frame == targetFrame)
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{
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if (enabled)
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AfterOpen();
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else
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AfterClose();
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}
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}
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int2 CellToMinimapPixel(CPos p)
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{
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var uv = p.ToMPos(world.Map);
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var mapOffset = new float2(uv.U - world.Map.Bounds.Left, uv.V - world.Map.Bounds.Top);
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return new int2(mapRect.X, mapRect.Y) + (previewScale * mapOffset).ToInt2();
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}
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CPos MinimapPixelToCell(int2 p)
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{
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var viewOrigin = new float2(mapRect.X, mapRect.Y);
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var mapOrigin = new float2(world.Map.Bounds.Left, world.Map.Bounds.Top);
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var fcell = mapOrigin + (1f / previewScale) * (p - viewOrigin);
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return new MPos((int)fcell.X, (int)fcell.Y).ToCPos(world.Map);
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}
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}
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}
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