Files
OpenRA/OpenRA.Game/Traits/World/ScreenMap.cs
Paul Chote 6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00

345 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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 System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Traits
{
public struct ActorBoundsPair : IEquatable<ActorBoundsPair>
{
public readonly Actor Actor;
// TODO: Replace this with an int2[] polygon
public readonly Rectangle Bounds;
public ActorBoundsPair(Actor actor, Rectangle bounds) { Actor = actor; Bounds = bounds; }
public static bool operator ==(ActorBoundsPair me, ActorBoundsPair other) { return me.Actor == other.Actor && Equals(me.Bounds, other.Bounds); }
public static bool operator !=(ActorBoundsPair me, ActorBoundsPair other) { return !(me == other); }
public override int GetHashCode() { return Actor.GetHashCode() ^ Bounds.GetHashCode(); }
public bool Equals(ActorBoundsPair other) { return this == other; }
public override bool Equals(object obj) { return obj is ActorBoundsPair && Equals((ActorBoundsPair)obj); }
public override string ToString() { return "{0}->{1}".F(Actor.Info.Name, Bounds.GetType().Name); }
}
public class ScreenMapInfo : ITraitInfo
{
[Desc("Size of partition bins (world pixels)")]
public readonly int BinSize = 250;
public object Create(ActorInitializer init) { return new ScreenMap(init.World, this); }
}
public class ScreenMap : IWorldLoaded
{
static readonly IEnumerable<FrozenActor> NoFrozenActors = new FrozenActor[0];
readonly Func<FrozenActor, bool> frozenActorIsValid = fa => fa.IsValid;
readonly Func<Actor, bool> actorIsInWorld = a => a.IsInWorld;
readonly Func<Actor, ActorBoundsPair> selectActorAndBounds;
readonly Cache<Player, SpatiallyPartitioned<FrozenActor>> partitionedMouseFrozenActors;
readonly SpatiallyPartitioned<Actor> partitionedMouseActors;
readonly Dictionary<Actor, ActorBoundsPair> partitionedMouseActorBounds = new Dictionary<Actor, ActorBoundsPair>();
readonly Cache<Player, SpatiallyPartitioned<FrozenActor>> partitionedRenderableFrozenActors;
readonly SpatiallyPartitioned<Actor> partitionedRenderableActors;
readonly SpatiallyPartitioned<IEffect> partitionedRenderableEffects;
// Updates are done in one pass to ensure all bound changes have been applied
readonly HashSet<Actor> addOrUpdateActors = new HashSet<Actor>();
readonly HashSet<Actor> removeActors = new HashSet<Actor>();
readonly Cache<Player, HashSet<FrozenActor>> addOrUpdateFrozenActors;
readonly Cache<Player, HashSet<FrozenActor>> removeFrozenActors;
WorldRenderer worldRenderer;
public ScreenMap(World world, ScreenMapInfo info)
{
var size = world.Map.Grid.TileSize;
var width = world.Map.MapSize.X * size.Width;
var height = world.Map.MapSize.Y * size.Height;
partitionedMouseFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>(
_ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize));
partitionedMouseActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize);
selectActorAndBounds = a => partitionedMouseActorBounds[a];
partitionedRenderableFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>(
_ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize));
partitionedRenderableActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize);
partitionedRenderableEffects = new SpatiallyPartitioned<IEffect>(width, height, info.BinSize);
addOrUpdateFrozenActors = new Cache<Player, HashSet<FrozenActor>>(_ => new HashSet<FrozenActor>());
removeFrozenActors = new Cache<Player, HashSet<FrozenActor>>(_ => new HashSet<FrozenActor>());
}
public void WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
public void AddOrUpdate(Player viewer, FrozenActor fa)
{
if (removeFrozenActors[viewer].Contains(fa))
removeFrozenActors[viewer].Remove(fa);
addOrUpdateFrozenActors[viewer].Add(fa);
}
public void Remove(Player viewer, FrozenActor fa)
{
removeFrozenActors[viewer].Add(fa);
}
public void AddOrUpdate(Actor a)
{
if (removeActors.Contains(a))
removeActors.Remove(a);
addOrUpdateActors.Add(a);
}
public void Remove(Actor a)
{
removeActors.Add(a);
}
public void Add(IEffect effect, WPos position, Size size)
{
var screenPos = worldRenderer.ScreenPxPosition(position);
var screenWidth = Math.Abs(size.Width);
var screenHeight = Math.Abs(size.Height);
var screenBounds = new Rectangle(screenPos.X - screenWidth / 2, screenPos.Y - screenHeight / 2, screenWidth, screenHeight);
if (ValidBounds(screenBounds))
partitionedRenderableEffects.Add(effect, screenBounds);
}
public void Add(IEffect effect, WPos position, Sprite sprite)
{
var size = new Size((int)sprite.Size.X, (int)sprite.Size.Y);
Add(effect, position, size);
}
public void Update(IEffect effect, WPos position, Size size)
{
Remove(effect);
Add(effect, position, size);
}
public void Update(IEffect effect, WPos position, Sprite sprite)
{
var size = new Size((int)sprite.Size.X, (int)sprite.Size.Y);
Update(effect, position, size);
}
public void Remove(IEffect effect)
{
partitionedRenderableEffects.Remove(effect);
}
static bool ValidBounds(Rectangle bounds)
{
return bounds.Width > 0 && bounds.Height > 0;
}
public IEnumerable<FrozenActor> FrozenActorsAtMouse(Player viewer, int2 worldPx)
{
if (viewer == null)
return NoFrozenActors;
return partitionedMouseFrozenActors[viewer]
.At(worldPx)
.Where(frozenActorIsValid)
.Where(x => x.MouseBounds.Contains(worldPx));
}
public IEnumerable<FrozenActor> FrozenActorsAtMouse(Player viewer, MouseInput mi)
{
return FrozenActorsAtMouse(viewer, worldRenderer.Viewport.ViewToWorldPx(mi.Location));
}
public IEnumerable<ActorBoundsPair> ActorsAtMouse(int2 worldPx)
{
return partitionedMouseActors.At(worldPx)
.Where(actorIsInWorld)
.Select(selectActorAndBounds)
.Where(x => x.Bounds.Contains(worldPx));
}
public IEnumerable<ActorBoundsPair> ActorsAtMouse(MouseInput mi)
{
return ActorsAtMouse(worldRenderer.Viewport.ViewToWorldPx(mi.Location));
}
static Rectangle RectWithCorners(int2 a, int2 b)
{
return Rectangle.FromLTRB(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y), Math.Max(a.X, b.X), Math.Max(a.Y, b.Y));
}
public IEnumerable<ActorBoundsPair> ActorsInMouseBox(int2 a, int2 b)
{
return ActorsInMouseBox(RectWithCorners(a, b));
}
public IEnumerable<ActorBoundsPair> ActorsInMouseBox(Rectangle r)
{
return partitionedMouseActors.InBox(r)
.Where(actorIsInWorld)
.Select(selectActorAndBounds)
.Where(x => r.IntersectsWith(x.Bounds));
}
public IEnumerable<Actor> RenderableActorsInBox(int2 a, int2 b)
{
return partitionedRenderableActors.InBox(RectWithCorners(a, b)).Where(actorIsInWorld);
}
public IEnumerable<IEffect> RenderableEffectsInBox(int2 a, int2 b)
{
return partitionedRenderableEffects.InBox(RectWithCorners(a, b));
}
public IEnumerable<FrozenActor> RenderableFrozenActorsInBox(Player p, int2 a, int2 b)
{
if (p == null)
return NoFrozenActors;
return partitionedRenderableFrozenActors[p].InBox(RectWithCorners(a, b)).Where(frozenActorIsValid);
}
Rectangle AggregateBounds(IEnumerable<Rectangle> screenBounds)
{
if (!screenBounds.Any())
return Rectangle.Empty;
var bounds = screenBounds.First();
foreach (var b in screenBounds.Skip(1))
bounds = Rectangle.Union(bounds, b);
return bounds;
}
Rectangle AggregateBounds(IEnumerable<int2> vertices)
{
if (!vertices.Any())
return Rectangle.Empty;
var first = vertices.First();
var rect = new Rectangle(first.X, first.Y, 0, 0);
foreach (var v in vertices.Skip(1))
rect = Rectangle.Union(rect, new Rectangle(v.X, v.Y, 0, 0));
return rect;
}
public void Tick()
{
foreach (var a in addOrUpdateActors)
{
var mouseBounds = a.MouseBounds(worldRenderer);
if (!mouseBounds.Size.IsEmpty)
{
if (partitionedMouseActors.Contains(a))
partitionedMouseActors.Update(a, mouseBounds);
else
partitionedMouseActors.Add(a, mouseBounds);
partitionedMouseActorBounds[a] = new ActorBoundsPair(a, mouseBounds);
}
else
partitionedMouseActors.Remove(a);
var screenBounds = AggregateBounds(a.ScreenBounds(worldRenderer));
if (!screenBounds.Size.IsEmpty)
{
if (partitionedRenderableActors.Contains(a))
partitionedRenderableActors.Update(a, screenBounds);
else
partitionedRenderableActors.Add(a, screenBounds);
}
else
partitionedRenderableActors.Remove(a);
}
foreach (var a in removeActors)
{
partitionedMouseActors.Remove(a);
partitionedMouseActorBounds.Remove(a);
partitionedRenderableActors.Remove(a);
}
addOrUpdateActors.Clear();
removeActors.Clear();
foreach (var kv in addOrUpdateFrozenActors)
{
foreach (var fa in kv.Value)
{
var mouseBounds = fa.MouseBounds;
if (!mouseBounds.Size.IsEmpty)
{
if (partitionedMouseFrozenActors[kv.Key].Contains(fa))
partitionedMouseFrozenActors[kv.Key].Update(fa, mouseBounds);
else
partitionedMouseFrozenActors[kv.Key].Add(fa, mouseBounds);
}
else
partitionedMouseFrozenActors[kv.Key].Remove(fa);
var screenBounds = AggregateBounds(fa.ScreenBounds);
if (!screenBounds.Size.IsEmpty)
{
if (partitionedRenderableFrozenActors[kv.Key].Contains(fa))
partitionedRenderableFrozenActors[kv.Key].Update(fa, screenBounds);
else
partitionedRenderableFrozenActors[kv.Key].Add(fa, screenBounds);
}
else
partitionedRenderableFrozenActors[kv.Key].Remove(fa);
}
kv.Value.Clear();
}
foreach (var kv in removeFrozenActors)
{
foreach (var fa in kv.Value)
{
partitionedMouseFrozenActors[kv.Key].Remove(fa);
partitionedRenderableFrozenActors[kv.Key].Remove(fa);
}
kv.Value.Clear();
}
}
public IEnumerable<Rectangle> RenderBounds(Player viewer)
{
var bounds = partitionedRenderableActors.ItemBounds
.Concat(partitionedRenderableEffects.ItemBounds);
return viewer != null ? bounds.Concat(partitionedRenderableFrozenActors[viewer].ItemBounds) : bounds;
}
public IEnumerable<Rectangle> MouseBounds(Player viewer)
{
var bounds = partitionedMouseActors.ItemBounds;
return viewer != null ? bounds.Concat(partitionedMouseFrozenActors[viewer].ItemBounds) : bounds;
}
}
}