Files
OpenRA/OpenRa.Game/UiOverlay.cs
2009-10-12 21:23:09 +13:00

76 lines
1.4 KiB
C#

using System.Drawing;
using OpenRa.Game.Graphics;
using System;
namespace OpenRa.Game
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk;
Sprite buildBlocked;
Game game;
public UiOverlay(SpriteRenderer spriteRenderer, Game game)
{
this.spriteRenderer = spriteRenderer;
this.game = game;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
}
static Sprite SynthesizeTile(byte paletteIndex)
{
byte[] data = new byte[24 * 24];
for (int i = 0; i < 24; i++)
for (int j = 0; j < 24; j++)
data[i * 24 + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
return SheetBuilder.Add( data, new Size(24,24) );
}
public void Draw()
{
if (!hasOverlay)
return;
var footprint = Rules.Footprint.GetFootprint(name);
var j = 0;
foreach (var row in footprint)
{
var i = 0;
foreach (var c in row)
{
if (c != '_')
spriteRenderer.DrawSprite(
game.IsCellBuildable(position + new int2(i, j))
? buildOk : buildBlocked,
24 * (position + new int2(i, j)), 0);
++i;
}
++j;
}
spriteRenderer.Flush();
}
bool hasOverlay;
int2 position;
string name;
public void KillOverlay()
{
hasOverlay = false;
}
public void SetCurrentOverlay(int2 cell, string name)
{
hasOverlay = true;
position = cell;
this.name = name;
}
}
}