136 lines
4.5 KiB
C#
136 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Support;
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using System.Drawing;
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using IjwFramework.Types;
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using IjwFramework.Collections;
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namespace OpenRa.Game
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{
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class Chrome
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{
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readonly Renderer renderer;
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readonly Sheet specialBin;
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readonly SpriteRenderer chromeRenderer;
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readonly Sprite specialBinSprite;
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readonly Sprite moneyBinSprite;
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readonly SpriteRenderer buildPaletteRenderer;
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readonly Animation cantBuild;
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readonly List<Pair<Rectangle, string>> buildItems = new List<Pair<Rectangle, string>>();
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readonly Cache<string, Animation> clockAnimations;
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readonly List<Sprite> digitSprites;
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public Chrome(Renderer r)
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{
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this.renderer = r;
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specialBin = new Sheet(renderer, "specialbin.png");
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chromeRenderer = new SpriteRenderer(renderer, true, renderer.RgbaSpriteShader);
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buildPaletteRenderer = new SpriteRenderer(renderer, true);
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specialBinSprite = new Sprite(specialBin, new Rectangle(0, 0, 32, 256), TextureChannel.Alpha);
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moneyBinSprite = new Sprite(specialBin, new Rectangle(512-320, 0, 320, 64), TextureChannel.Alpha);
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sprites = groups
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.SelectMany(g => Rules.Categories[g])
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.Where(u => Rules.UnitInfo[u].TechLevel != -1)
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.ToDictionary(
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u => u,
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u => SpriteSheetBuilder.LoadSprite(u + "icon", ".shp"));
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cantBuild = new Animation("clock");
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cantBuild.PlayFetchIndex("idle", () => 0);
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clockAnimations = new Cache<string, Animation>(
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s => {
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var anim = new Animation("clock");
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anim.PlayFetchIndex("idle", ClockAnimFrame(s));
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return anim;
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});
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digitSprites = Util.MakeArray(10, a => a)
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.Select(n => new Sprite(specialBin, new Rectangle(32 + 14 * n, 0, 14, 17), TextureChannel.Alpha)).ToList();
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}
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public void Draw()
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{
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buildItems.Clear();
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renderer.Device.DisableScissor();
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renderer.DrawText(string.Format("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\n$ {4}\nPower {5}",
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Game.RenderFrame,
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Game.orderManager.FrameNumber,
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PerfHistory.items["render"].LastValue,
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PerfHistory.items["tick_time"].LastValue,
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Game.LocalPlayer.Cash,
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Game.LocalPlayer.GetTotalPower()
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), new int2(140, 5), Color.White);
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PerfHistory.Render(renderer, Game.worldRenderer.lineRenderer);
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chromeRenderer.DrawSprite(specialBinSprite, float2.Zero, 0);
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chromeRenderer.DrawSprite(moneyBinSprite, new float2( Game.viewport.Width - 320, 0 ), 0);
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var moneyDigits = Game.LocalPlayer.Cash.ToString();
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var x = Game.viewport.Width - 155;
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foreach( var d in moneyDigits.Reverse() )
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{
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chromeRenderer.DrawSprite(digitSprites[d - '0'], new float2(x,6), 0);
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x -= 14;
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}
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chromeRenderer.Flush();
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DrawBuildPalette("Building");
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}
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static string[] groups = new string[] { "Building", "Defense", "Vehicle", "Ship", "Infantry", "Plane" };
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Dictionary<string, Sprite> sprites;
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const int NumClockFrames = 54;
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Func<int> ClockAnimFrame(string group)
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{
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return () =>
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{
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var producing = Game.LocalPlayer.Producing(group);
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if (producing == null) return 0;
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return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
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};
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}
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void DrawBuildPalette(string queueName)
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{
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var buildItem = Game.LocalPlayer.Producing(queueName);
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var x = 0;
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var y = 0;
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var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
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var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
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.Where( a => Rules.UnitInfo[a].TechLevel != -1 )
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.OrderBy( a => Rules.UnitInfo[a].TechLevel );
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var currentItem = Game.LocalPlayer.Producing(queueName);
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foreach (var item in allItems)
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{
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var rect = new Rectangle(Game.viewport.Width - (3 - x) * 64 - 10, 40 + 48 * y, 64, 48);
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buildPaletteRenderer.DrawSprite(sprites[item], Game.viewport.Location + new float2(rect.Location), 0);
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if (!buildableItems.Contains(item) || (currentItem != null && currentItem.Item != item))
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buildPaletteRenderer.DrawSprite(cantBuild.Image, Game.viewport.Location + new float2(rect.Location), 0);
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if (currentItem != null && currentItem.Item == item)
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buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image,
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Game.viewport.Location + new float2(rect.Location), 0);
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buildItems.Add(Pair.New(rect, item));
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if (++x == 3) { x = 0; y++; }
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}
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buildPaletteRenderer.Flush();
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}
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}
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}
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