Files
OpenRA/OpenRA.Mods.Common/Traits/Player/PlayerRadarTerrain.cs
RoosterDragon 5f97e2de5a Make Color use uint for ARGB.
This is a more natural representation than int that allows removal of casts in many places that require uint. Additionally, we can change the internal representation from long to uint, making the Color struct smaller. Since arrays of colors are common, this can save on memory.
2024-03-09 21:10:02 +02:00

98 lines
2.6 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 System;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
public class PlayerRadarTerrainInfo : TraitInfo, Requires<ShroudInfo>
{
public override object Create(ActorInitializer init)
{
return new PlayerRadarTerrain(init.Self);
}
}
public class PlayerRadarTerrain : IWorldLoaded
{
public bool IsInitialized { get; private set; }
readonly World world;
IRadarTerrainLayer[] radarTerrainLayers;
CellLayer<(uint, uint)> terrainColor;
readonly Shroud shroud;
public event Action<MPos> CellTerrainColorChanged = null;
public PlayerRadarTerrain(Actor self)
{
world = self.World;
shroud = self.Trait<Shroud>();
shroud.OnShroudChanged += UpdateShroudCell;
}
void UpdateShroudCell(PPos puv)
{
var uvs = world.Map.Unproject(puv);
foreach (var uv in uvs)
UpdateTerrainCell(uv);
}
void UpdateTerrainCell(MPos uv)
{
if (shroud.IsVisible(uv))
UpdateTerrainCellColor(uv);
}
void UpdateTerrainCellColor(MPos uv)
{
terrainColor[uv] = GetColor(world.Map, radarTerrainLayers, uv);
CellTerrainColorChanged?.Invoke(uv);
}
public void WorldLoaded(World w, WorldRenderer wr)
{
radarTerrainLayers = w.WorldActor.TraitsImplementing<IRadarTerrainLayer>().ToArray();
terrainColor = new CellLayer<(uint, uint)>(w.Map);
w.AddFrameEndTask(_ =>
{
// Set initial terrain data
foreach (var uv in world.Map.AllCells.MapCoords)
UpdateTerrainCellColor(uv);
world.Map.Tiles.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
foreach (var rtl in radarTerrainLayers)
rtl.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
IsInitialized = true;
});
}
public (uint Left, uint Right) this[MPos uv] => terrainColor[uv];
public static (uint Left, uint Right) GetColor(Map map, IRadarTerrainLayer[] radarTerrainLayers, MPos uv)
{
foreach (var rtl in radarTerrainLayers)
if (rtl.TryGetTerrainColorPair(uv, out var c))
return (c.Left.ToArgb(), c.Right.ToArgb());
var (left, right) = map.GetTerrainColorPair(uv);
return (left.ToArgb(), right.ToArgb());
}
}
}