Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithDecoration.cs
2019-10-20 23:46:33 +02:00

223 lines
7.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, 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.Graphics;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Flags]
public enum ReferencePoints
{
Center = 0,
Top = 1,
Bottom = 2,
Left = 4,
Right = 8,
}
public enum BlinkState { Off, On }
[Desc("Displays a custom UI overlay relative to the actor's mouseover bounds.")]
public class WithDecorationInfo : ConditionalTraitInfo, Requires<IDecorationBoundsInfo>
{
[Desc("Image used for this decoration. Defaults to the actor's type.")]
public readonly string Image = null;
[Desc("Sequence used for this decoration (can be animated).")]
public readonly string Sequence = null;
[PaletteReference("IsPlayerPalette")]
[Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")]
public readonly string Palette = "chrome";
[Desc("Custom palette is a player palette BaseName")]
public readonly bool IsPlayerPalette = false;
[Desc("Point in the actor's selection box used as reference for offsetting the decoration image. " +
"Possible values are combinations of Center, Top, Bottom, Left, Right.")]
public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;
[Desc("The Z offset to apply when rendering this decoration.")]
public readonly int ZOffset = 1;
[Desc("Player stances who can view the decoration.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("Should this be visible only when selected?")]
public readonly bool RequiresSelection = false;
[Desc("Screen-space offsets to apply when defined conditions are enabled.",
"A dictionary of [condition string]: [x, y offset].")]
public readonly Dictionary<BooleanExpression, int2> Offsets = new Dictionary<BooleanExpression, int2>();
[Desc("The number of ticks that each step in the blink pattern in active.")]
public readonly int BlinkInterval = 5;
[Desc("A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.")]
public readonly BlinkState[] BlinkPattern = { };
[Desc("Override blink conditions to use when defined conditions are enabled.",
"A dictionary of [condition string]: [pattern].")]
public readonly Dictionary<BooleanExpression, BlinkState[]> BlinkPatterns = new Dictionary<BooleanExpression, BlinkState[]>();
[ConsumedConditionReference]
public IEnumerable<string> ConsumedConditions
{
get { return Offsets.Keys.Concat(BlinkPatterns.Keys).SelectMany(r => r.Variables).Distinct(); }
}
public override object Create(ActorInitializer init) { return new WithDecoration(init.Self, this); }
}
public class WithDecoration : ConditionalTrait<WithDecorationInfo>, ITick, IRenderAnnotations, IRenderAnnotationsWhenSelected
{
protected Animation anim;
readonly IDecorationBounds[] decorationBounds;
readonly string image;
int2 conditionalOffset;
BlinkState[] blinkPattern;
public WithDecoration(Actor self, WithDecorationInfo info)
: base(info)
{
image = info.Image ?? self.Info.Name;
anim = new Animation(self.World, image, () => self.World.Paused);
anim.PlayRepeating(info.Sequence);
decorationBounds = self.TraitsImplementing<IDecorationBounds>().ToArray();
blinkPattern = info.BlinkPattern;
}
protected virtual bool ShouldRender(Actor self)
{
if (blinkPattern != null && blinkPattern.Any())
{
var i = (self.World.WorldTick / Info.BlinkInterval) % blinkPattern.Length;
if (blinkPattern[i] != BlinkState.On)
return false;
}
if (self.World.RenderPlayer != null)
{
var stance = self.Owner.Stances[self.World.RenderPlayer];
if (!Info.ValidStances.HasStance(stance))
return false;
}
return true;
}
protected virtual PaletteReference GetPalette(Actor self, WorldRenderer wr)
{
return wr.Palette(Info.Palette + (Info.IsPlayerPalette ? self.Owner.InternalName : ""));
}
IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
{
return !Info.RequiresSelection ? RenderInner(self, wr) : SpriteRenderable.None;
}
IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
{
return Info.RequiresSelection ? RenderInner(self, wr) : SpriteRenderable.None;
}
bool IRenderAnnotations.SpatiallyPartitionable { get { return true; } }
bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable { get { return true; } }
IEnumerable<IRenderable> RenderInner(Actor self, WorldRenderer wr)
{
if (IsTraitDisabled || self.IsDead || !self.IsInWorld || anim == null)
return Enumerable.Empty<IRenderable>();
if (!ShouldRender(self) || self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>();
var bounds = decorationBounds.FirstNonEmptyBounds(self, wr);
var halfSize = (0.5f * anim.Image.Size.XY).ToInt2();
var boundsOffset = new int2(bounds.Left + bounds.Right, bounds.Top + bounds.Bottom) / 2;
var sizeOffset = -halfSize;
if (Info.ReferencePoint.HasFlag(ReferencePoints.Top))
{
boundsOffset -= new int2(0, bounds.Height / 2);
sizeOffset += new int2(0, halfSize.Y);
}
else if (Info.ReferencePoint.HasFlag(ReferencePoints.Bottom))
{
boundsOffset += new int2(0, bounds.Height / 2);
sizeOffset -= new int2(0, halfSize.Y);
}
if (Info.ReferencePoint.HasFlag(ReferencePoints.Left))
{
boundsOffset -= new int2(bounds.Width / 2, 0);
sizeOffset += new int2(halfSize.X, 0);
}
else if (Info.ReferencePoint.HasFlag(ReferencePoints.Right))
{
boundsOffset += new int2(bounds.Width / 2, 0);
sizeOffset -= new int2(halfSize.X, 0);
}
var pxPos = wr.Viewport.WorldToViewPx(boundsOffset) + sizeOffset + conditionalOffset;
return new IRenderable[]
{
new UISpriteRenderable(anim.Image, self.CenterPosition, pxPos, Info.ZOffset, GetPalette(self, wr), 1f)
};
}
void ITick.Tick(Actor self) { anim.Tick(); }
public override IEnumerable<VariableObserver> GetVariableObservers()
{
foreach (var observer in base.GetVariableObservers())
yield return observer;
foreach (var condition in Info.Offsets.Keys)
yield return new VariableObserver(OffsetConditionChanged, condition.Variables);
foreach (var condition in Info.BlinkPatterns.Keys)
yield return new VariableObserver(BlinkConditionsChanged, condition.Variables);
}
void OffsetConditionChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
conditionalOffset = int2.Zero;
foreach (var kv in Info.Offsets)
{
if (kv.Key.Evaluate(conditions))
{
conditionalOffset = kv.Value;
break;
}
}
}
void BlinkConditionsChanged(Actor self, IReadOnlyDictionary<string, int> conditions)
{
blinkPattern = Info.BlinkPattern;
foreach (var kv in Info.BlinkPatterns)
{
if (kv.Key.Evaluate(conditions))
{
blinkPattern = kv.Value;
return;
}
}
}
}
}