183 lines
5.5 KiB
C#
183 lines
5.5 KiB
C#
using System.Drawing;
|
|
using System.Linq;
|
|
using System.Windows.Forms;
|
|
using IjwFramework.Types;
|
|
using System.Collections.Generic;
|
|
using OpenRa.Game.Traits;
|
|
using OpenRa.Game.Support;
|
|
using Ijw.DirectX;
|
|
|
|
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;
|
|
readonly Texture specialbin;
|
|
|
|
public static bool ShowUnitPaths = false;
|
|
|
|
public WorldRenderer(Renderer renderer)
|
|
{
|
|
terrainRenderer = new TerrainRenderer( renderer, Game.map );
|
|
|
|
// TODO: this is layout policy. it belongs at a higher level than this.
|
|
region = Region.Create(Game.viewport, DockStyle.Left,
|
|
Game.viewport.Width - /*128*/ 0, Draw,
|
|
Game.controller.HandleMouseInput);
|
|
|
|
Game.viewport.AddRegion(region);
|
|
|
|
this.renderer = renderer;
|
|
spriteRenderer = new SpriteRenderer(renderer, true);
|
|
lineRenderer = new LineRenderer(renderer);
|
|
uiOverlay = new UiOverlay(spriteRenderer);
|
|
|
|
specialbin = renderer.LoadTexture("specialbin.png");
|
|
}
|
|
|
|
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((region.Position + Game.viewport.Location).ToPointF(),
|
|
region.Size.ToSizeF());
|
|
|
|
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 (IEffect 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.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
|
|
DrawSelectionBox(u, Color.Yellow, false);
|
|
}
|
|
|
|
var uog = Game.controller.orderGenerator as UnitOrderGenerator;
|
|
if (uog != null)
|
|
foreach (var a in uog.selection)
|
|
DrawSelectionBox(a, Color.White, true);
|
|
|
|
lineRenderer.Flush();
|
|
}
|
|
|
|
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)
|
|
{
|
|
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.unitInfo.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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|