226 lines
6.7 KiB
C#
Executable File
226 lines
6.7 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Widgets;
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using OpenRA.Support;
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namespace OpenRA.Graphics
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{
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[Flags]
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public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 }
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public class Viewport
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{
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readonly int2 screenSize;
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readonly Renderer renderer;
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readonly Rectangle mapBounds;
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Rectangle scrollLimits;
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int2 scrollPosition;
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// Top-left of the viewport, in world-px units
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public float2 Location { get { return scrollPosition; } }
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public float2 CenterLocation { get { return scrollPosition + 0.5f/Zoom*screenSize.ToFloat2(); } }
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public Rectangle WorldRect
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{
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get
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{
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return new Rectangle(scrollPosition.X / Game.CellSize,
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scrollPosition.Y / Game.CellSize,
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(int)(screenSize.X / Zoom / Game.CellSize),
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(int)(screenSize.Y / Zoom / Game.CellSize));
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}
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}
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public int Width { get { return screenSize.X; } }
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public int Height { get { return screenSize.Y; } }
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float zoom = 1f;
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public float Zoom
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{
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get
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{
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return zoom;
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}
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set
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{
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var oldCenter = CenterLocation;
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zoom = value;
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// Update scroll limits
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var viewTL = (Game.CellSize*new float2(mapBounds.Left, mapBounds.Top)).ToInt2();
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var viewBR = (Game.CellSize*new float2(mapBounds.Right, mapBounds.Bottom)).ToInt2();
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var border = (.5f/Zoom * screenSize.ToFloat2()).ToInt2();
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scrollLimits = Rectangle.FromLTRB(viewTL.X - border.X,
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viewTL.Y - border.Y,
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viewBR.X - border.X,
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viewBR.Y - border.Y);
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// Re-center viewport
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scrollPosition = NormalizeScrollPosition((oldCenter - 0.5f / Zoom * screenSize.ToFloat2()).ToInt2());
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}
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}
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float cursorFrame = 0f;
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public static int TicksSinceLastMove = 0;
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public static int2 LastMousePos;
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public void Scroll(float2 delta)
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{
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Scroll(delta, false);
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}
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public void Scroll(float2 delta, bool ignoreBorders)
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{
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// Convert from world-px to viewport-px
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var d = (1f/Zoom*delta).ToInt2();
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var newScrollPosition = scrollPosition + d;
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if(!ignoreBorders)
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newScrollPosition = NormalizeScrollPosition(newScrollPosition);
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scrollPosition = newScrollPosition;
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}
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int2 NormalizeScrollPosition(int2 newScrollPosition)
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{
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return newScrollPosition.Clamp(scrollLimits);
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}
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public ScrollDirection GetBlockedDirections()
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{
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var ret = ScrollDirection.None;
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if(scrollPosition.Y <= scrollLimits.Top) ret |= ScrollDirection.Up;
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if(scrollPosition.X <= scrollLimits.Left) ret |= ScrollDirection.Left;
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if(scrollPosition.Y >= scrollLimits.Bottom) ret |= ScrollDirection.Down;
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if(scrollPosition.X >= scrollLimits.Right) ret |= ScrollDirection.Right;
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return ret;
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}
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public Viewport(int2 screenSize, Rectangle mapBounds, Renderer renderer)
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{
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this.screenSize = screenSize;
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this.renderer = renderer;
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this.mapBounds = mapBounds;
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Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
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scrollPosition = new int2(scrollLimits.Location) + new int2(scrollLimits.Size)/2;
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}
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public void DrawRegions( WorldRenderer wr, IInputHandler inputHandler )
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{
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renderer.BeginFrame(scrollPosition, Zoom);
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if (wr != null)
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wr.Draw();
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using( new PerfSample("render_widgets") )
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{
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Ui.Draw();
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var cursorName = Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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var cursorSequence = CursorProvider.GetCursorSequence(cursorName);
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var cursorSprite = cursorSequence.GetSprite((int)cursorFrame);
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var palette = new HardwarePalette();
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foreach (var p in CursorProvider.Palettes)
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palette.AddPalette(p.Key, p.Value, false);
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renderer.SpriteRenderer.DrawSprite(cursorSprite,
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Viewport.LastMousePos - cursorSequence.Hotspot,
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palette.GetPaletteIndex(cursorSequence.Palette),
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cursorSprite.size);
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}
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using( new PerfSample("render_flip") )
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{
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renderer.EndFrame( inputHandler );
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}
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}
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public void Tick()
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{
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cursorFrame += 0.5f;
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}
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// Convert from viewport coords to cell coords (not px)
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public CPos ViewToWorld(MouseInput mi) { return ViewToWorld(mi.Location); }
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public CPos ViewToWorld(int2 loc)
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{
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return (CPos)( (1f / Game.CellSize) * (1f/Zoom*loc.ToFloat2() + Location) ).ToInt2();
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}
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public PPos ViewToWorldPx(int2 loc) { return (PPos)(1f/Zoom*loc.ToFloat2() + Location).ToInt2(); }
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public PPos ViewToWorldPx(MouseInput mi) { return ViewToWorldPx(mi.Location); }
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public void Center(float2 loc)
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{
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scrollPosition = NormalizeScrollPosition((Game.CellSize * loc - 1f/(2*Zoom)*screenSize.ToFloat2()).ToInt2());
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}
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public void Center(IEnumerable<Actor> actors)
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{
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if (!actors.Any()) return;
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var avgPos = actors
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.Select(a => (PVecInt)a.CenterLocation)
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.Aggregate((a, b) => a + b) / actors.Count();
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scrollPosition = NormalizeScrollPosition(((PVecFloat)avgPos - (PVecFloat)(1f / (2 * Zoom) * screenSize.ToFloat2())).ToInt2());
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}
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// Rectangle (in viewport coords) that contains things to be drawn
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public Rectangle ViewBounds(World world)
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{
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var r = WorldBounds(world);
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var origin = Location.ToInt2();
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var left = Math.Max(0, Game.CellSize * r.Left - origin.X)*Zoom;
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var top = Math.Max(0, Game.CellSize * r.Top - origin.Y)*Zoom;
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var right = Math.Min((Game.CellSize * r.Right - origin.X) * Zoom, Width);
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var bottom = Math.Min((Game.CellSize * r.Bottom - origin.Y) * Zoom, Height);
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return Rectangle.FromLTRB((int)left, (int)top, (int)right, (int)bottom);
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}
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int2 cachedScroll = new int2(int.MaxValue, int.MaxValue);
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Rectangle cachedRect;
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// Rectangle (in cell coords) of cells that are currently visible on the screen
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public Rectangle WorldBounds(World world)
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{
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if (cachedScroll != scrollPosition)
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{
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var boundary = new int2(1,1); // Add a curtain of cells around the viewport to account for rounding errors
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var tl = ViewToWorld(int2.Zero).ToInt2() - boundary;
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var br = ViewToWorld(new int2(Width, Height)).ToInt2() + boundary;
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cachedRect = Rectangle.Intersect(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y), world.Map.Bounds);
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cachedScroll = scrollPosition;
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}
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var b = world.RenderedShroud.Bounds;
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return (b.HasValue) ? Rectangle.Intersect(cachedRect, b.Value) : cachedRect;
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}
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}
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public static class ViewportExts
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{
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public static bool Includes(this ScrollDirection d, ScrollDirection s)
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{
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return (d & s) == s;
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}
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public static ScrollDirection Set(this ScrollDirection d, ScrollDirection s, bool val)
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{
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return (d.Includes(s) != val) ? d ^ s : d;
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}
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}
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} |