Files
OpenRA/OpenRA.Game/Graphics/UISpriteRenderable.cs
2023-01-11 11:58:54 +02:00

80 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Primitives;
namespace OpenRA.Graphics
{
public class UISpriteRenderable : IRenderable, IPalettedRenderable, IFinalizedRenderable
{
readonly Sprite sprite;
readonly WPos effectiveWorldPos;
readonly int2 screenPos;
readonly int zOffset;
readonly PaletteReference palette;
readonly float scale;
readonly float alpha;
readonly float rotation = 0f;
public UISpriteRenderable(Sprite sprite, WPos effectiveWorldPos, int2 screenPos, int zOffset, PaletteReference palette, float scale = 1f, float alpha = 1f, float rotation = 0f)
{
this.sprite = sprite;
this.effectiveWorldPos = effectiveWorldPos;
this.screenPos = screenPos;
this.zOffset = zOffset;
this.palette = palette;
this.scale = scale;
this.alpha = alpha;
this.rotation = rotation;
// PERF: Remove useless palette assignments for RGBA sprites
// HACK: This is working around the fact that palettes are defined on traits rather than sequences
// and can be removed once this has been fixed
if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
this.palette = null;
}
// Does not exist in the world, so a world positions don't make sense
public WPos Pos => effectiveWorldPos;
public WVec Offset => WVec.Zero;
public bool IsDecoration => true;
public PaletteReference Palette => palette;
public int ZOffset => zOffset;
public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new UISpriteRenderable(sprite, effectiveWorldPos, screenPos, zOffset, newPalette, scale, alpha, rotation); }
public IRenderable WithZOffset(int newOffset) { return this; }
public IRenderable OffsetBy(in WVec vec) { return this; }
public IRenderable AsDecoration() { return this; }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
Game.Renderer.SpriteRenderer.DrawSprite(sprite, palette, screenPos, scale, float3.Ones, alpha, rotation);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var offset = screenPos + sprite.Offset.XY;
if (rotation == 0f)
Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size.XY, 1, Color.Red);
else
Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(offset, sprite.Size, rotation), 1, Color.Red);
}
public Rectangle ScreenBounds(WorldRenderer wr)
{
var offset = screenPos + sprite.Offset;
return Util.BoundingRectangle(offset, sprite.Size, rotation);
}
}
}