150 lines
4.9 KiB
C#
150 lines
4.9 KiB
C#
using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using IjwFramework.Types;
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using System.Collections.Generic;
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namespace OpenRa.Game.Graphics
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{
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class WorldRenderer
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{
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly Game game;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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public WorldRenderer(Renderer renderer, Game game)
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{
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// TODO: this is layout policy. it belongs at a higher level than this.
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this.game = game;
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region = Region.Create(game.viewport, DockStyle.Left,
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game.viewport.Width - 128, Draw,
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game.controller.HandleMouseInput);
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game.viewport.AddRegion(region);
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer, game);
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}
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void DrawSpriteList(Player owner, RectangleF rect,
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IEnumerable<Pair<Sprite, float2>> images)
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{
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foreach (var image in images)
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{
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var loc = image.Second;
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if (loc.X > rect.Right || loc.X < rect.Left
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- image.First.bounds.Width)
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continue;
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if (loc.Y > rect.Bottom || loc.Y < rect.Top
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- image.First.bounds.Height)
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continue;
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spriteRenderer.DrawSprite(image.First, loc,
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(owner != null) ? owner.Palette : 0);
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}
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}
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public void Draw()
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{
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var rect = new RectangleF((region.Position + game.viewport.Location).ToPointF(),
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region.Size.ToSizeF());
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foreach (Actor a in game.world.Actors)
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DrawSpriteList(a.Owner, rect, a.Render());
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foreach (Bullet b in game.world.Bullets)
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DrawSpriteList(b.Owner, rect, b.Render());
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selbox = game.controller.SelectionBox;
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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow, false);
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}
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var selection = game.controller.orderGenerator as UnitOrderGenerator;
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if (selection != null)
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foreach( var a in game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
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DrawSelectionBox(a, Color.White, true);
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lineRenderer.Flush();
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}
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const float conditionYellow = 0.5f; /* todo: get these from gamerules */
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const float conditionRed = 0.25f;
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void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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{
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var center = selectedUnit.CenterLocation;
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var size = selectedUnit.SelectedSize;
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var xy = center - 0.5f * size;
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var XY = center + 0.5f * size;
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var Xy = new float2(XY.X, xy.Y);
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var xY = new float2(xy.X, XY.Y);
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lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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if (drawHealthBar)
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{
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c = Color.Gray;
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lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = 0.6f;
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var healthColor = (healthAmount < conditionRed) ? Color.Red
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: (healthAmount < conditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(xy, Xy, healthAmount);
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lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0,-4), c, c);
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lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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lineRenderer.DrawLine(xy + new float2(0, -3),
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z + new float2(0, -3),
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healthColor, healthColor);
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lineRenderer.DrawLine(xy + new float2(0, -2),
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z + new float2(0, -2),
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healthColor2, healthColor2);
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lineRenderer.DrawLine(xy + new float2(0, -4),
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z + new float2(0, -4),
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healthColor2, healthColor2);
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}
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}
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}
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}
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