Files
OpenRA/OpenRa.Game/Graphics/WorldRenderer.cs

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;
}
}
}
}