80 lines
2.7 KiB
C#
80 lines
2.7 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
|
* This file is part of OpenRA.
|
|
*
|
|
* OpenRA is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* OpenRA is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#endregion
|
|
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.GameRules;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA
|
|
{
|
|
class UiOverlay
|
|
{
|
|
SpriteRenderer spriteRenderer;
|
|
Sprite buildOk, buildBlocked, unitDebug;
|
|
|
|
public static bool ShowUnitDebug = false;
|
|
|
|
public UiOverlay(SpriteRenderer spriteRenderer)
|
|
{
|
|
this.spriteRenderer = spriteRenderer;
|
|
|
|
buildOk = SynthesizeTile(0x80);
|
|
buildBlocked = SynthesizeTile(0xe6);
|
|
unitDebug = SynthesizeTile(0x7c);
|
|
}
|
|
|
|
static Sprite SynthesizeTile(byte paletteIndex)
|
|
{
|
|
byte[] data = new byte[Game.CellSize * Game.CellSize];
|
|
|
|
for (int i = 0; i < Game.CellSize; i++)
|
|
for (int j = 0; j < Game.CellSize; j++)
|
|
data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
|
|
|
|
return SheetBuilder.SharedInstance.Add(data, new Size(Game.CellSize, Game.CellSize));
|
|
}
|
|
|
|
public void Draw( World world )
|
|
{
|
|
if (ShowUnitDebug)
|
|
for (var j = 0; j < 128; j++)
|
|
for (var i = 0; i < 128; i++)
|
|
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
|
|
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
|
|
}
|
|
|
|
public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
|
|
{
|
|
var position = Game.controller.MousePosition.ToInt2();
|
|
var topLeft = position - Footprint.AdjustForBuildingSize( bi );
|
|
var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
|
|
|
|
foreach( var t in Footprint.Tiles( name, bi, topLeft ) )
|
|
spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
|
|
? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
|
|
? buildOk : buildBlocked, Game.CellSize * t, "terrain" );
|
|
|
|
spriteRenderer.Flush();
|
|
}
|
|
}
|
|
}
|