Files
OpenRA/OpenRa.Game/Graphics/WorldRenderer.cs
2009-11-15 20:28:49 +13:00

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;
}
}
}
}
}
}