206 lines
6.5 KiB
C#
206 lines
6.5 KiB
C#
using System.Drawing;
|
|
using System;
|
|
using System.Linq;
|
|
using System.Windows.Forms;
|
|
using IjwFramework.Types;
|
|
using System.Collections.Generic;
|
|
using OpenRa.Game.Traits;
|
|
using OpenRa.Game.Support;
|
|
using OpenRa.Game.Effects;
|
|
|
|
namespace OpenRa.Game.Graphics
|
|
{
|
|
class WorldRenderer
|
|
{
|
|
public readonly TerrainRenderer terrainRenderer;
|
|
public readonly SpriteRenderer spriteRenderer;
|
|
public readonly LineRenderer lineRenderer;
|
|
//public readonly Region region;
|
|
public readonly UiOverlay uiOverlay;
|
|
readonly Renderer renderer;
|
|
|
|
public static bool ShowUnitPaths = false;
|
|
|
|
public WorldRenderer(Renderer renderer)
|
|
{
|
|
terrainRenderer = new TerrainRenderer(renderer, Rules.Map);
|
|
|
|
this.renderer = renderer;
|
|
spriteRenderer = new SpriteRenderer(renderer, true);
|
|
lineRenderer = new LineRenderer(renderer);
|
|
uiOverlay = new UiOverlay(spriteRenderer);
|
|
}
|
|
|
|
void DrawSpriteList(RectangleF rect,
|
|
IEnumerable<Tuple<Sprite, float2, int>> images)
|
|
{
|
|
foreach (var image in images)
|
|
{
|
|
var loc = image.b;
|
|
|
|
if (loc.X > rect.Right || loc.X < rect.Left - image.a.bounds.Width)
|
|
continue;
|
|
if (loc.Y > rect.Bottom || loc.Y < rect.Top - image.a.bounds.Height)
|
|
continue;
|
|
|
|
spriteRenderer.DrawSprite(image.a, loc, image.c);
|
|
}
|
|
}
|
|
|
|
public void Draw()
|
|
{
|
|
terrainRenderer.Draw(Game.viewport);
|
|
|
|
var rect = new RectangleF(
|
|
Game.viewport.Location.ToPointF(),
|
|
new SizeF( Game.viewport.Width, Game.viewport.Height ));
|
|
|
|
foreach (Actor a in Game.world.Actors.OrderBy(u => u.CenterLocation.Y))
|
|
DrawSpriteList(rect, a.Render());
|
|
|
|
foreach (var a in Game.world.Actors
|
|
.Where(u => u.traits.Contains<Traits.RenderWarFactory>())
|
|
.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
|
|
DrawSpriteList(rect, a.RenderRoof(a.self));
|
|
|
|
foreach (var e in Game.world.Effects)
|
|
DrawSpriteList(rect, e.Render());
|
|
|
|
uiOverlay.Draw();
|
|
|
|
spriteRenderer.Flush();
|
|
|
|
var selbox = Game.controller.SelectionBox;
|
|
if (selbox != null)
|
|
{
|
|
var a = selbox.Value.First;
|
|
var b = new float2(selbox.Value.Second.X - a.X, 0);
|
|
var c = new float2(0, selbox.Value.Second.Y - a.Y);
|
|
|
|
lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
|
|
|
|
foreach (var u in Game.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
|
|
DrawSelectionBox(u, Color.Yellow, false);
|
|
}
|
|
|
|
if (Game.controller.orderGenerator != null)
|
|
Game.controller.orderGenerator.Render();
|
|
|
|
lineRenderer.Flush();
|
|
spriteRenderer.Flush();
|
|
}
|
|
|
|
// depends on the order of pips in TraitsInterfaces.cs!
|
|
static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
|
|
|
|
public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
|
|
{
|
|
var center = selectedUnit.CenterLocation;
|
|
var size = selectedUnit.SelectedSize;
|
|
|
|
var xy = center - 0.5f * size;
|
|
var XY = center + 0.5f * size;
|
|
var Xy = new float2(XY.X, xy.Y);
|
|
var xY = new float2(xy.X, XY.Y);
|
|
|
|
lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
|
|
lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
|
|
lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
|
|
lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
|
|
|
|
lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
|
|
lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
|
|
lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
|
|
|
|
if (drawHealthBar)
|
|
{
|
|
DrawHealthBar(selectedUnit, xy, Xy);
|
|
DrawPips(selectedUnit, xY);
|
|
}
|
|
float2 fakexyBase = new float2(-16, -4);
|
|
if (selectedUnit.Owner == Game.LocalPlayer){
|
|
foreach (var fake in selectedUnit.traits.WithInterface<Fake>())
|
|
{
|
|
float2 fakexyOffset = xY + new float2(selectedUnit.Bounds.Width/2, 0) + fakexyBase;
|
|
var fakeImage = new Animation("pips");
|
|
fakeImage.PlayRepeating("fake");
|
|
spriteRenderer.DrawSprite(fakeImage.Image, fakexyOffset, 0);
|
|
}
|
|
}
|
|
|
|
|
|
if (ShowUnitPaths)
|
|
{
|
|
var mobile = selectedUnit.traits.GetOrDefault<Mobile>();
|
|
if (mobile != null)
|
|
{
|
|
var path = mobile.GetCurrentPath();
|
|
var start = selectedUnit.Location;
|
|
|
|
foreach (var step in path)
|
|
{
|
|
lineRenderer.DrawLine(
|
|
Game.CellSize * start + new float2(12, 12),
|
|
Game.CellSize * step + new float2(12, 12),
|
|
Color.Red, Color.Red);
|
|
start = step;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
|
|
{
|
|
var c = Color.Gray;
|
|
lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
|
|
|
|
var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Strength;
|
|
var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
|
|
: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
|
|
: Color.LimeGreen;
|
|
|
|
var healthColor2 = Color.FromArgb(
|
|
255,
|
|
healthColor.R / 2,
|
|
healthColor.G / 2,
|
|
healthColor.B / 2);
|
|
|
|
var z = float2.Lerp(xy, Xy, healthAmount);
|
|
|
|
lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
|
|
|
|
lineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
|
|
lineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
|
|
lineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
|
|
}
|
|
|
|
void DrawPips(Actor selectedUnit, float2 xY)
|
|
{
|
|
// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
|
|
|
|
var pipxyBase = xY + new float2(-12, -7); // Correct for the offset in the shp file
|
|
var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
|
|
|
|
foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
|
|
{
|
|
foreach (var pip in pips.GetPips())
|
|
{
|
|
var pipImages = new Animation("pips");
|
|
pipImages.PlayRepeating(pipStrings[(int)pip]);
|
|
spriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, 0);
|
|
pipxyOffset += new float2(4, 0);
|
|
}
|
|
// Increment row
|
|
pipxyOffset.X = 0;
|
|
pipxyOffset.Y -= 5;
|
|
}
|
|
}
|
|
}
|
|
}
|