Files
OpenRA/OpenRA.Game/Graphics/Viewport.cs

157 lines
4.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Widgets;
namespace OpenRA.Graphics
{
public class Viewport
{
readonly int2 screenSize;
int2 scrollPosition;
readonly Renderer renderer;
readonly Rectangle adjustedMapBounds;
public float2 Location { get { return scrollPosition; } }
public int Width { get { return screenSize.X; } }
public int Height { get { return screenSize.Y; } }
float cursorFrame = 0f;
public static int TicksSinceLastMove = 0;
public static int2 LastMousePos;
public void Scroll(float2 delta)
{
this.Scroll(delta, false);
}
public void Scroll(float2 delta, bool ignoreBorders)
{
var d = delta.ToInt2();
var newScrollPosition = scrollPosition + d;
if(!ignoreBorders)
newScrollPosition = this.NormalizeScrollPosition(newScrollPosition);
scrollPosition = newScrollPosition;
}
private int2 NormalizeScrollPosition(int2 newScrollPosition)
{
return newScrollPosition.Clamp(adjustedMapBounds);
}
public ScrollDirection GetBlockedDirections()
{
ScrollDirection blockedDirections = ScrollDirection.None;
if(scrollPosition.Y <= adjustedMapBounds.Top)
blockedDirections = blockedDirections.Set(ScrollDirection.Up, true);
if(scrollPosition.X <= adjustedMapBounds.Left)
blockedDirections = blockedDirections.Set(ScrollDirection.Left, true);
if(scrollPosition.Y >= adjustedMapBounds.Bottom)
blockedDirections = blockedDirections.Set(ScrollDirection.Down, true);
if(scrollPosition.X >= adjustedMapBounds.Right)
blockedDirections = blockedDirections.Set(ScrollDirection.Right, true);
return blockedDirections;
}
public Viewport(int2 screenSize, Rectangle mapBounds, Renderer renderer)
{
this.screenSize = screenSize;
this.renderer = renderer;
this.adjustedMapBounds = new Rectangle(Game.CellSize*mapBounds.X - screenSize.X/2,
Game.CellSize*mapBounds.Y - screenSize.Y/2,
Game.CellSize*mapBounds.Width,
Game.CellSize*mapBounds.Height);
this.scrollPosition = new int2(adjustedMapBounds.Location) + new int2(adjustedMapBounds.Size)/2;
}
public void DrawRegions( WorldRenderer wr, IInputHandler inputHandler )
{
renderer.BeginFrame(scrollPosition);
if (wr != null)
wr.Draw();
Widget.DoDraw();
var cursorName = Widget.RootWidget.GetCursorOuter(Viewport.LastMousePos) ?? "default";
new Cursor(cursorName).Draw((int)cursorFrame, Viewport.LastMousePos + Location);
renderer.EndFrame( inputHandler );
}
public void Tick()
{
cursorFrame += 0.5f;
}
public float2 ViewToWorld(int2 loc)
{
return (1f / Game.CellSize) * (loc.ToFloat2() + Location);
}
public float2 ViewToWorld(MouseInput mi)
{
return ViewToWorld(mi.Location);
}
public void Center(float2 loc)
{
scrollPosition = this.NormalizeScrollPosition((Game.CellSize*loc - screenSize / 2).ToInt2());
}
public void Center(IEnumerable<Actor> actors)
{
if (!actors.Any()) return;
var avgPos = actors
.Select(a => a.CenterLocation)
.Aggregate((a, b) => a + b) / actors.Count();
scrollPosition = this.NormalizeScrollPosition((avgPos - screenSize / 2));
}
public Rectangle ViewBounds(World world)
{
var r = WorldBounds(world);
var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X);
var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y);
var right = left + (int)(Game.CellSize * r.Width);
var bottom = top + (int)(Game.CellSize * r.Height);
if (left < 0) left = 0;
if (top < 0) top = 0;
if (right > Game.viewport.Width) right = Game.viewport.Width;
if (bottom > Game.viewport.Height) bottom = Game.viewport.Height;
return new Rectangle(left, top, right - left, bottom - top);
}
int2 cachedScroll = new int2(int.MaxValue, int.MaxValue);
Rectangle cachedRect;
public Rectangle WorldBounds(World world)
{
if (cachedScroll != scrollPosition)
{
int2 boundary = new int2(1,1); // Add a curtain of cells around the viewport to account for rounding errors
var tl = ViewToWorld(int2.Zero).ToInt2() - boundary;
var br = ViewToWorld(new int2(Width, Height)).ToInt2() + boundary;
cachedRect = Rectangle.Intersect(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y), world.Map.Bounds);
cachedScroll = scrollPosition;
}
var b = world.LocalShroud.Bounds;
return (b.HasValue) ? Rectangle.Intersect(cachedRect, b.Value) : cachedRect;
}
}
}