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.
137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Default trait for rendering sprite-based actors.")]
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public class WithSpriteBodyInfo : PausableConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Animation to play when the actor is created."), SequenceReference]
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public readonly string StartSequence = null;
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[Desc("Animation to play when the actor is idle."), SequenceReference]
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public readonly string Sequence = "idle";
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[Desc("Identifier used to assign modifying traits to this sprite body.")]
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public readonly string Name = "body";
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public override object Create(ActorInitializer init) { return new WithSpriteBody(init, this); }
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public virtual IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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if (!EnabledByDefault)
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yield break;
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var anim = new Animation(init.World, image);
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anim.PlayRepeating(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, p, rs.Scale);
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}
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}
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public class WithSpriteBody : PausableConditionalTrait<WithSpriteBodyInfo>, INotifyDamageStateChanged, INotifyBuildComplete, IAutoMouseBounds
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{
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public readonly Animation DefaultAnimation;
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readonly RenderSprites rs;
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public WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info)
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: this(init, info, () => 0) { }
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protected WithSpriteBody(ActorInitializer init, WithSpriteBodyInfo info, Func<int> baseFacing)
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: base(info)
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{
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rs = init.Self.Trait<RenderSprites>();
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Func<bool> paused = () => IsTraitPaused &&
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DefaultAnimation.CurrentSequence.Name == NormalizeSequence(init.Self, Info.Sequence);
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DefaultAnimation = new Animation(init.World, rs.GetImage(init.Self), baseFacing, paused);
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rs.Add(new AnimationWithOffset(DefaultAnimation, null, () => IsTraitDisabled));
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if (info.StartSequence != null)
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PlayCustomAnimation(init.Self, info.StartSequence,
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() => PlayCustomAnimationRepeating(init.Self, info.Sequence));
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else
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DefaultAnimation.PlayRepeating(NormalizeSequence(init.Self, info.Sequence));
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}
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public string NormalizeSequence(Actor self, string sequence)
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{
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return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
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}
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protected virtual void OnBuildComplete(Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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// TODO: Get rid of INotifyBuildComplete in favor of using the condition system
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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OnBuildComplete(self);
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}
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public void PlayCustomAnimation(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayThen(NormalizeSequence(self, name), () =>
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{
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CancelCustomAnimation(self);
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if (after != null)
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after();
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});
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}
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public void PlayCustomAnimationRepeating(Actor self, string name)
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{
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var sequence = NormalizeSequence(self, name);
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DefaultAnimation.PlayThen(sequence, () => PlayCustomAnimationRepeating(self, sequence));
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}
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public void PlayCustomAnimationBackwards(Actor self, string name, Action after = null)
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{
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DefaultAnimation.PlayBackwardsThen(NormalizeSequence(self, name), () =>
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{
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CancelCustomAnimation(self);
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if (after != null)
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after();
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});
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}
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public void CancelCustomAnimation(Actor self)
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{
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
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}
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protected virtual void DamageStateChanged(Actor self)
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{
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if (DefaultAnimation.CurrentSequence != null)
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DefaultAnimation.ReplaceAnim(NormalizeSequence(self, DefaultAnimation.CurrentSequence.Name));
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}
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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DamageStateChanged(self);
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}
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Rectangle IAutoMouseBounds.AutoMouseoverBounds(Actor self, WorldRenderer wr)
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{
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return DefaultAnimation != null ? DefaultAnimation.ScreenBounds(wr, self.CenterPosition, WVec.Zero, rs.Info.Scale) : Rectangle.Empty;
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}
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}
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}
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