Files
OpenRA/OpenRA.Mods.Common/EditorBrushes/EditorBlit.cs
Ashley Newson 7401182a1b Refactor editor clipboard logic as blitting logic
- Refactors internal editor clipboard logic into reusable map contents
  "Blitting" functionality.
- Fix actor processing being unnecessarily (cell) looped within
  CopySelectionContents (now CopyRegionContents).
- Deduplicates largely repeated code.
- Minor code simplifications and renames.
2024-11-15 19:18:38 +02:00

216 lines
6.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.EditorBrushes
{
public readonly struct BlitTile
{
public readonly TerrainTile TerrainTile;
public readonly ResourceTile ResourceTile;
public readonly ResourceLayerContents? ResourceLayerContents;
public readonly byte Height;
public BlitTile(TerrainTile terrainTile, ResourceTile resourceTile, ResourceLayerContents? resourceLayerContents, byte height)
{
TerrainTile = terrainTile;
ResourceTile = resourceTile;
ResourceLayerContents = resourceLayerContents;
Height = height;
}
}
public readonly struct EditorBlitSource
{
public readonly CellRegion CellRegion;
public readonly Dictionary<string, EditorActorPreview> Actors;
public readonly Dictionary<CPos, BlitTile> Tiles;
public EditorBlitSource(CellRegion cellRegion, Dictionary<string, EditorActorPreview> actors, Dictionary<CPos, BlitTile> tiles)
{
CellRegion = cellRegion;
Actors = actors;
Tiles = tiles;
}
}
[Flags]
public enum MapBlitFilters
{
None = 0,
Terrain = 1,
Resources = 2,
Actors = 4,
All = Terrain | Resources | Actors
}
/// <summary>
/// Core implementation for EditorActions which overwrite a region of the map (such as
/// copy-paste).
/// </summary>
public sealed class EditorBlit
{
readonly MapBlitFilters blitFilters;
readonly IResourceLayer resourceLayer;
readonly EditorActorLayer editorActorLayer;
readonly EditorBlitSource blitSource;
readonly EditorBlitSource revertBlitSource;
readonly CPos blitPosition;
readonly Map map;
readonly bool respectBounds;
public EditorBlit(
MapBlitFilters blitFilters,
IResourceLayer resourceLayer,
CPos blitPosition,
Map map,
EditorBlitSource blitSource,
EditorActorLayer editorActorLayer,
bool respectBounds)
{
this.blitFilters = blitFilters;
this.resourceLayer = resourceLayer;
this.blitSource = blitSource;
this.blitPosition = blitPosition;
this.editorActorLayer = editorActorLayer;
this.map = map;
this.respectBounds = respectBounds;
var blitSize = blitSource.CellRegion.BottomRight - blitSource.CellRegion.TopLeft;
revertBlitSource = CopyRegionContents(
map,
editorActorLayer,
resourceLayer,
new CellRegion(map.Grid.Type, blitPosition, blitPosition + blitSize),
blitFilters);
}
/// <summary>
/// Returns an EditorBlitSource containing the map contents for a given region.
/// </summary>
public static EditorBlitSource CopyRegionContents(
Map map,
EditorActorLayer editorActorLayer,
IResourceLayer resourceLayer,
CellRegion region,
MapBlitFilters blitFilters)
{
var mapTiles = map.Tiles;
var mapHeight = map.Height;
var mapResources = map.Resources;
var previews = new Dictionary<string, EditorActorPreview>();
var tiles = new Dictionary<CPos, BlitTile>();
foreach (var cell in region.CellCoords)
{
if (!mapTiles.Contains(cell))
continue;
tiles.Add(
cell,
new BlitTile(mapTiles[cell],
mapResources[cell],
resourceLayer?.GetResource(cell),
mapHeight[cell]));
}
if (blitFilters.HasFlag(MapBlitFilters.Actors))
foreach (var preview in editorActorLayer.PreviewsInCellRegion(region.CellCoords))
previews.TryAdd(preview.ID, preview);
return new EditorBlitSource(region, previews, tiles);
}
void Blit(EditorBlitSource source, bool isRevert)
{
var blitPos = isRevert ? source.CellRegion.TopLeft : blitPosition;
var blitVec = blitPos - source.CellRegion.TopLeft;
var blitSize = source.CellRegion.BottomRight - source.CellRegion.TopLeft;
var blitRegion = new CellRegion(map.Grid.Type, blitPos, blitPos + blitSize);
if (blitFilters.HasFlag(MapBlitFilters.Actors))
{
// Clear any existing actors in the paste cells.
foreach (var regionActor in editorActorLayer.PreviewsInCellRegion(blitRegion.CellCoords).ToList())
editorActorLayer.Remove(regionActor);
}
foreach (var tileKeyValuePair in source.Tiles)
{
var position = tileKeyValuePair.Key + blitVec;
if (!map.Tiles.Contains(position) || (respectBounds && !map.Contains(position)))
continue;
// Clear any existing resources.
if (resourceLayer != null && blitFilters.HasFlag(MapBlitFilters.Resources))
resourceLayer.ClearResources(position);
var tile = tileKeyValuePair.Value;
var resourceLayerContents = tile.ResourceLayerContents;
if (blitFilters.HasFlag(MapBlitFilters.Terrain))
{
map.Tiles[position] = tile.TerrainTile;
map.Height[position] = tile.Height;
}
if (blitFilters.HasFlag(MapBlitFilters.Resources) &&
resourceLayerContents.HasValue &&
!string.IsNullOrWhiteSpace(resourceLayerContents.Value.Type))
resourceLayer.AddResource(resourceLayerContents.Value.Type, position, resourceLayerContents.Value.Density);
}
if (blitFilters.HasFlag(MapBlitFilters.Actors))
{
if (isRevert)
{
// For reverts, just place the original actors back exactly how they were.
foreach (var actor in source.Actors.Values)
editorActorLayer.Add(actor);
}
else
{
// Create copies of the original actors, update their locations, and place.
foreach (var actorKeyValuePair in source.Actors)
{
var copy = actorKeyValuePair.Value.Export();
var locationInit = copy.GetOrDefault<LocationInit>();
if (locationInit != null)
{
var actorPosition = locationInit.Value + blitVec;
if (respectBounds && !map.Contains(actorPosition))
continue;
copy.RemoveAll<LocationInit>();
copy.Add(new LocationInit(actorPosition));
}
editorActorLayer.Add(copy);
}
}
}
}
public void Commit() => Blit(blitSource, false);
public void Revert() => Blit(revertBlitSource, true);
public int TileCount()
{
return blitSource.Tiles.Count;
}
}
}