Files
OpenRA/OpenRa.Game/Chrome.cs
Chris Forbes ea211fcc1c #109 fixed
2009-12-17 21:05:49 +13:00

405 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
using IjwFramework.Collections;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
using OpenRa.Game.Support;
using OpenRa.Game.GameRules;
namespace OpenRa.Game
{
class Chrome : IHandleInput
{
readonly Renderer renderer;
readonly Sheet specialBin;
readonly SpriteRenderer chromeRenderer;
readonly Sprite specialBinSprite;
readonly Sprite moneyBinSprite;
readonly Sprite tooltipSprite;
readonly SpriteRenderer buildPaletteRenderer;
readonly Animation cantBuild;
readonly Animation ready;
readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>();
readonly Cache<string, Animation> clockAnimations;
readonly List<Sprite> digitSprites;
readonly Dictionary<string, Sprite[]> tabSprites;
readonly Sprite[] shimSprites;
readonly Sprite blank;
public Chrome(Renderer r)
{
this.renderer = r;
specialBin = new Sheet(renderer, "specialbin.png");
chromeRenderer = new SpriteRenderer(renderer, true, renderer.RgbaSpriteShader);
buildPaletteRenderer = new SpriteRenderer(renderer, true);
specialBinSprite = new Sprite(specialBin, new Rectangle(0, 0, 32, 192), TextureChannel.Alpha);
moneyBinSprite = new Sprite(specialBin, new Rectangle(512 - 320, 0, 320, 32), TextureChannel.Alpha);
tooltipSprite = new Sprite(specialBin, new Rectangle(0, 288, 272, 136), TextureChannel.Alpha);
blank = SheetBuilder.Add(new Size(64, 48), 16);
sprites = groups
.SelectMany(g => Rules.Categories[g])
.Where(u => Rules.UnitInfo[u].TechLevel != -1)
.ToDictionary(
u => u,
u => SpriteSheetBuilder.LoadSprite(u + "icon", ".shp"));
tabSprites = groups.Select(
(g, i) => Pair.New(g,
Util.MakeArray(3,
n => new Sprite(specialBin,
new Rectangle(512 - (n + 1) * 27, 64 + i * 40, 27, 40),
TextureChannel.Alpha))))
.ToDictionary(a => a.First, a => a.Second);
cantBuild = new Animation("clock");
cantBuild.PlayFetchIndex("idle", () => 0);
clockAnimations = new Cache<string, Animation>(
s =>
{
var anim = new Animation("clock");
anim.PlayFetchIndex("idle", ClockAnimFrame(s));
return anim;
});
digitSprites = Util.MakeArray(10, a => a)
.Select(n => new Sprite(specialBin, new Rectangle(32 + 13 * n, 0, 13, 17), TextureChannel.Alpha)).ToList();
shimSprites = new[]
{
new Sprite( specialBin, new Rectangle( 0, 192, 192 +9, 10 ), TextureChannel.Alpha ),
new Sprite( specialBin, new Rectangle( 0, 202, 192 +9, 10 ), TextureChannel.Alpha ),
new Sprite( specialBin, new Rectangle( 0, 216, 9, 48 ), TextureChannel.Alpha ),
};
ready = new Animation("pips");
ready.PlayRepeating("ready");
}
public void Draw()
{
buttons.Clear();
renderer.Device.DisableScissor();
renderer.DrawText("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\nPower {4}/{5}\nReady: {6} (F8 to toggle)".F(
Game.RenderFrame,
Game.orderManager.FrameNumber,
PerfHistory.items["render"].LastValue,
PerfHistory.items["tick_time"].LastValue,
Game.LocalPlayer.PowerDrained,
Game.LocalPlayer.PowerProvided,
Game.LocalPlayer.IsReady ? "Yes" : "No"
), new int2(140, 5), Color.White);
PerfHistory.Render(renderer, Game.worldRenderer.lineRenderer);
chromeRenderer.DrawSprite(specialBinSprite, float2.Zero, 0);
chromeRenderer.DrawSprite(moneyBinSprite, new float2(Game.viewport.Width - 320, 0), 0);
DrawMoney();
var x = Game.viewport.Width - 36 - 3 * 64;
var y = 40;
if (currentTab == null || !Rules.TechTree.BuildableItems(Game.LocalPlayer, currentTab).Any())
ChooseAvailableTab();
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
foreach (var q in tabSprites)
{
var groupName = q.Key;
if (!Rules.TechTree.BuildableItems(Game.LocalPlayer, groupName).Any())
{
CheckDeadTab(groupName);
continue;
}
var producing = queue.Producing(groupName);
var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
chromeRenderer.DrawSprite(q.Value[index], new float2(x, y), 0);
buttons.Add(Pair.New(new Rectangle(x, y, 27, 40),
(Action<bool>)(isLmb => currentTab = groupName)));
y += 40;
}
chromeRenderer.Flush();
DrawBuildPalette(currentTab);
DrawChat();
}
void CheckDeadTab( string groupName )
{
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var item = queue.Producing( groupName );
if (item != null)
Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
}
void ChooseAvailableTab()
{
currentTab = tabSprites.Select(q => q.Key).FirstOrDefault(
t => Rules.TechTree.BuildableItems(Game.LocalPlayer, t).Any());
}
void DrawMoney()
{
var moneyDigits = Game.LocalPlayer.DisplayCash.ToString();
var x = Game.viewport.Width - 155;
foreach (var d in moneyDigits.Reverse())
{
chromeRenderer.DrawSprite(digitSprites[d - '0'], new float2(x, 6), 0);
x -= 14;
}
}
void DrawChat()
{
var chatpos = new int2(400, Game.viewport.Height - 20);
if (Game.chat.isChatting)
RenderChatLine(Tuple.New(Color.White, "Chat:", Game.chat.typing), chatpos);
foreach (var line in Game.chat.recentLines.AsEnumerable().Reverse())
{
chatpos.Y -= 20;
RenderChatLine(line, chatpos);
}
}
void RenderChatLine(Tuple<Color, string, string> line, int2 p)
{
var size = renderer.MeasureText(line.b);
renderer.DrawText(line.b, p, line.a);
renderer.DrawText(line.c, p + new int2(size.X + 10, 0), Color.White);
}
string currentTab = "Building";
static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
Dictionary<string, Sprite> sprites;
const int NumClockFrames = 54;
Func<int> ClockAnimFrame(string group)
{
return () =>
{
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group );
if (producing == null) return 0;
return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
};
}
void DrawBuildPalette(string queueName)
{
if (queueName == null) return;
var x = 0;
var y = 0;
var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
.Where(a => Rules.UnitInfo[a].TechLevel != -1)
.OrderBy(a => Rules.UnitInfo[a].TechLevel);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var currentItem = queue.Producing( queueName );
var overlayBits = new List<Pair<Sprite, float2>>();
string tooltipItem = null;
int2 tooltipPos = int2.Zero;
foreach (var item in allItems)
{
var rect = new Rectangle(Game.viewport.Width - (3 - x) * 64, 40 + 48 * y, 64, 48);
var drawPos = Game.viewport.Location + new float2(rect.Location);
var isBuildingThis = currentItem != null && currentItem.Item == item;
var isBuildingSomethingElse = currentItem != null && currentItem.Item != item;
buildPaletteRenderer.DrawSprite(sprites[item], drawPos, 0);
if (rect.Contains(lastMousePos.ToPoint()))
{
tooltipItem = item;
tooltipPos = new int2(rect.Location);
}
if (!buildableItems.Contains(item) || isBuildingSomethingElse)
overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
if (isBuildingThis)
{
clockAnimations[queueName].Tick();
buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image,
drawPos, 0);
var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
if (currentItem.Done)
{
ready.Play("ready");
overlayBits.Add(Pair.New(ready.Image, overlayPos));
}
else if (currentItem.Paused)
{
ready.Play("hold");
overlayBits.Add(Pair.New(ready.Image, overlayPos));
}
}
var closureItem = item;
buttons.Add(Pair.New(rect,
(Action<bool>)(isLmb => HandleBuildPalette(closureItem, isLmb))));
if (++x == 3) { x = 0; y++; }
}
while (x != 0)
{
var rect = new Rectangle(Game.viewport.Width - (3 - x) * 64, 40 + 48 * y, 64, 48);
var drawPos = Game.viewport.Location + new float2(rect.Location);
buildPaletteRenderer.DrawSprite(blank, drawPos, 0);
buttons.Add(Pair.New(rect, (Action<bool>)(_ => { })));
if (++x == 3) { x = 0; y++; }
}
foreach (var ob in overlayBits)
buildPaletteRenderer.DrawSprite(ob.First, ob.Second, 0);
buildPaletteRenderer.Flush();
for (var j = 0; j < y; j++)
chromeRenderer.DrawSprite(shimSprites[2], new float2(Game.viewport.Width - 192 - 9, 40 + 48 * j), 0);
chromeRenderer.DrawSprite(shimSprites[0], new float2(Game.viewport.Width - 192 - 9, 40 - 9), 0);
chromeRenderer.DrawSprite(shimSprites[1], new float2(Game.viewport.Width - 192 - 9, 40 - 1 + 48 * y), 0);
chromeRenderer.Flush();
if (tooltipItem != null)
DrawProductionTooltip(tooltipItem, tooltipPos);
}
void HandleBuildPalette(string item, bool isLmb)
{
var player = Game.LocalPlayer;
var group = Rules.UnitCategory[item];
var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group );
Sound.Play("ramenu1.aud");
if (isLmb)
{
if (producing == null)
{
Game.controller.AddOrder(Order.StartProduction(player, item));
Sound.Play("abldgin1.aud");
}
else if (producing.Item == item)
{
if (producing.Done)
{
if (group == "Building" || group == "Defense")
Game.controller.orderGenerator = new PlaceBuilding(player.PlayerActor, item);
}
else
Game.controller.AddOrder(Order.PauseProduction(player, item, false));
}
else
{
Sound.Play("progres1.aud");
}
}
else
{
if (producing == null) return;
if (item != producing.Item) return;
if (producing.Paused || producing.Done)
{
Sound.Play("cancld1.aud");
Game.controller.AddOrder(Order.CancelProduction(player, item));
}
else
{
Sound.Play("onhold1.aud");
Game.controller.AddOrder(Order.PauseProduction(player, item, true));
}
}
}
int2 lastMousePos;
public bool HandleInput(MouseInput mi)
{
if (mi.Event == MouseInputEvent.Move)
lastMousePos = mi.Location;
var action = buttons.Where(a => a.First.Contains(mi.Location.ToPoint()))
.Select(a => a.Second).FirstOrDefault();
if (action == null)
return false;
if (mi.Event == MouseInputEvent.Down)
action(mi.Button == MouseButton.Left);
return true;
}
public bool HitTest(int2 mousePos)
{
return buttons.Any(a => a.First.Contains(mousePos.ToPoint()));
}
void DrawRightAligned(string text, int2 pos, Color c)
{
renderer.DrawText2(text, pos - new int2(renderer.MeasureText2(text).X, 0), c);
}
void DrawProductionTooltip(string unit, int2 pos)
{
var p = pos.ToFloat2() - new float2(tooltipSprite.size.X, 0);
chromeRenderer.DrawSprite(tooltipSprite, p, 0);
chromeRenderer.Flush();
var info = Rules.UnitInfo[unit];
renderer.DrawText2(info.Description, p.ToInt2() + new int2(5,5), Color.White);
DrawRightAligned( "${0}".F(info.Cost), pos + new int2(-5,5),
Game.LocalPlayer.Cash + Game.LocalPlayer.Ore >= info.Cost ? Color.White : Color.Red);
var bi = info as BuildingInfo;
if (bi != null)
DrawRightAligned("ϟ{0}".F(bi.Power), pos + new int2(-5, 20),
Game.LocalPlayer.PowerProvided - Game.LocalPlayer.PowerDrained + bi.Power >= 0
? Color.White : Color.Red);
var buildings = Rules.TechTree.GatherBuildings( Game.LocalPlayer );
p += new int2(5, 5);
p += new int2(0, 15);
if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
{
var prereqs = info.Prerequisite.Select(a => Rules.UnitInfo[a.ToLowerInvariant()].Description);
renderer.DrawText("Requires {0}".F( string.Join( ", ", prereqs.ToArray() ) ), p.ToInt2(),
Color.White);
}
if (info.LongDesc != null)
{
p += new int2(0, 15);
renderer.DrawText(info.LongDesc.Replace( "\\n", "\n" ), p.ToInt2(), Color.White);
}
}
}
}