Files
OpenRA/OpenRA.Mods.Common/Graphics/IsometricSelectionBarsAnnotationRenderable.cs
2021-01-29 00:24:27 +01:00

165 lines
5.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you 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. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Graphics
{
public class IsometricSelectionBarsAnnotationRenderable : IRenderable, IFinalizedRenderable
{
const int BarWidth = 3;
const int BarHeight = 4;
const int BarStride = 5;
static readonly Color EmptyColor = Color.FromArgb(160, 30, 30, 30);
static readonly Color DarkEmptyColor = Color.FromArgb(160, 15, 15, 15);
static readonly Color DarkenColor = Color.FromArgb(24, 0, 0, 0);
static readonly Color LightenColor = Color.FromArgb(24, 255, 255, 255);
readonly WPos pos;
readonly Actor actor;
readonly bool displayHealth;
readonly bool displayExtra;
readonly Polygon bounds;
public IsometricSelectionBarsAnnotationRenderable(Actor actor, Polygon bounds, bool displayHealth, bool displayExtra)
: this(actor.CenterPosition, actor, bounds)
{
this.displayHealth = displayHealth;
this.displayExtra = displayExtra;
}
public IsometricSelectionBarsAnnotationRenderable(WPos pos, Actor actor, Polygon bounds)
{
this.pos = pos;
this.actor = actor;
this.bounds = bounds;
}
public WPos Pos { get { return pos; } }
public bool DisplayHealth { get { return displayHealth; } }
public bool DisplayExtra { get { return displayExtra; } }
public int ZOffset { get { return 0; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithZOffset(int newOffset) { return this; }
public IRenderable OffsetBy(WVec vec) { return new IsometricSelectionBarsAnnotationRenderable(pos + vec, actor, bounds); }
public IRenderable AsDecoration() { return this; }
void DrawExtraBars(WorldRenderer wr)
{
var i = 1;
foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
{
var value = extraBar.GetValue();
if (value != 0 || extraBar.DisplayWhenEmpty)
DrawBar(wr, extraBar.GetValue(), extraBar.GetColor(), i++);
}
}
void DrawBar(WorldRenderer wr, float value, Color barColor, int barNum, float? secondValue = null, Color? secondColor = null)
{
var darkColor = Color.FromArgb(barColor.A, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var barAspect = new float2(1f, 0.5f);
var stepAspect = new float2(1f, -0.5f);
var offset = barNum * BarStride * barAspect - new float2(0, BarHeight + 1);
var start = wr.Viewport.WorldToViewPx(bounds.Vertices[1]).ToFloat2() + offset;
var end = wr.Viewport.WorldToViewPx(bounds.Vertices[0]).ToFloat2() + offset;
// HACK: Work around rounding errors that may cause a few-px offset in the end relative to the start
// Force the bar to take a 45 degree angle
end = new float2(end.X, start.Y - (end.X - start.X) / 2);
// Round the cut point to the nearest pixel to avoid potential off-by-one pixel offsets distorting the bar
var cutX = (int)(float2.Lerp(start.X, end.X, value) + 0.5f);
var cut = new float2(cutX, start.Y - (cutX - start.X) / 2);
var cr = Game.Renderer.RgbaColorRenderer;
var da = BarWidth * barAspect;
var db = new int2(0, BarHeight);
var dc = da + db;
// Filled bar
cr.FillRect(start + da, start + dc, cut + dc, cut + da, darkColor);
cr.FillRect(start, start + da, start + dc, start + db, darkColor);
cr.FillRect(start, start + da, cut + da, cut, barColor);
// Faint marks to break the monotony of the solid bar
var dx = BarWidth;
while (dx < cut.X - start.X)
{
var step = start + dx * stepAspect;
cr.DrawLine(step, step + da, 1, DarkenColor);
cr.DrawLine(step + da, step + dc, 1, LightenColor);
dx += BarWidth;
}
// Second bar (e.g. applied damage)
if (secondValue.HasValue && secondColor.HasValue)
{
var secondCutX = (int)(float2.Lerp(start.X, end.X, secondValue.Value) + 0.5f);
var secondCut = new float2(secondCutX, start.Y - (secondCutX - start.X) / 2);
var darkSecond = Color.FromArgb(secondColor.Value.A, secondColor.Value.R / 2, secondColor.Value.G / 2, secondColor.Value.B / 2);
cr.FillRect(cut + da, cut + dc, secondCut + dc, secondCut + da, darkSecond);
cr.FillRect(cut, cut + da, secondCut + da, secondCut, secondColor.Value);
value = secondValue.Value;
cut = secondCut;
}
// Empty bar
if (value < 1)
{
cr.FillRect(cut + da, cut + dc, end + dc, end + da, DarkEmptyColor);
cr.FillRect(cut, cut + da, end + da, end, EmptyColor);
}
}
Color GetHealthColor(IHealth health)
{
if (Game.Settings.Game.UsePlayerStanceColors)
return actor.Owner.PlayerStanceColor(actor);
return health.DamageState == DamageState.Critical ? Color.Red :
health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
}
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
if (!actor.IsInWorld || actor.IsDead)
return;
var health = actor.TraitOrDefault<IHealth>();
if (DisplayHealth)
{
if (health == null || health.IsDead)
return;
var displayValue = health.DisplayHP != health.HP ? (float?)health.DisplayHP / health.MaxHP : null;
DrawBar(wr, (float)health.HP / health.MaxHP, GetHealthColor(health), 0, displayValue, Color.OrangeRed);
}
if (DisplayExtra)
DrawExtraBars(wr);
}
public void RenderDebugGeometry(WorldRenderer wr) { }
public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
}
}