- Refactors internal editor clipboard logic into reusable map contents "Blitting" functionality. - Fix actor processing being unnecessarily (cell) looped within CopySelectionContents (now CopyRegionContents). - Deduplicates largely repeated code. - Minor code simplifications and renames.
216 lines
6.2 KiB
C#
216 lines
6.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Linq;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Common.EditorBrushes
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{
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public readonly struct BlitTile
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{
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public readonly TerrainTile TerrainTile;
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public readonly ResourceTile ResourceTile;
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public readonly ResourceLayerContents? ResourceLayerContents;
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public readonly byte Height;
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public BlitTile(TerrainTile terrainTile, ResourceTile resourceTile, ResourceLayerContents? resourceLayerContents, byte height)
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{
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TerrainTile = terrainTile;
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ResourceTile = resourceTile;
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ResourceLayerContents = resourceLayerContents;
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Height = height;
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}
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}
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public readonly struct EditorBlitSource
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{
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public readonly CellRegion CellRegion;
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public readonly Dictionary<string, EditorActorPreview> Actors;
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public readonly Dictionary<CPos, BlitTile> Tiles;
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public EditorBlitSource(CellRegion cellRegion, Dictionary<string, EditorActorPreview> actors, Dictionary<CPos, BlitTile> tiles)
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{
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CellRegion = cellRegion;
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Actors = actors;
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Tiles = tiles;
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}
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}
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[Flags]
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public enum MapBlitFilters
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{
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None = 0,
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Terrain = 1,
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Resources = 2,
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Actors = 4,
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All = Terrain | Resources | Actors
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}
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/// <summary>
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/// Core implementation for EditorActions which overwrite a region of the map (such as
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/// copy-paste).
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/// </summary>
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public sealed class EditorBlit
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{
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readonly MapBlitFilters blitFilters;
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readonly IResourceLayer resourceLayer;
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readonly EditorActorLayer editorActorLayer;
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readonly EditorBlitSource blitSource;
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readonly EditorBlitSource revertBlitSource;
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readonly CPos blitPosition;
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readonly Map map;
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readonly bool respectBounds;
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public EditorBlit(
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MapBlitFilters blitFilters,
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IResourceLayer resourceLayer,
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CPos blitPosition,
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Map map,
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EditorBlitSource blitSource,
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EditorActorLayer editorActorLayer,
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bool respectBounds)
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{
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this.blitFilters = blitFilters;
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this.resourceLayer = resourceLayer;
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this.blitSource = blitSource;
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this.blitPosition = blitPosition;
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this.editorActorLayer = editorActorLayer;
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this.map = map;
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this.respectBounds = respectBounds;
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var blitSize = blitSource.CellRegion.BottomRight - blitSource.CellRegion.TopLeft;
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revertBlitSource = CopyRegionContents(
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map,
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editorActorLayer,
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resourceLayer,
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new CellRegion(map.Grid.Type, blitPosition, blitPosition + blitSize),
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blitFilters);
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}
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/// <summary>
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/// Returns an EditorBlitSource containing the map contents for a given region.
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/// </summary>
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public static EditorBlitSource CopyRegionContents(
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Map map,
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EditorActorLayer editorActorLayer,
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IResourceLayer resourceLayer,
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CellRegion region,
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MapBlitFilters blitFilters)
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{
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var mapTiles = map.Tiles;
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var mapHeight = map.Height;
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var mapResources = map.Resources;
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var previews = new Dictionary<string, EditorActorPreview>();
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var tiles = new Dictionary<CPos, BlitTile>();
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foreach (var cell in region.CellCoords)
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{
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if (!mapTiles.Contains(cell))
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continue;
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tiles.Add(
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cell,
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new BlitTile(mapTiles[cell],
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mapResources[cell],
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resourceLayer?.GetResource(cell),
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mapHeight[cell]));
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}
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if (blitFilters.HasFlag(MapBlitFilters.Actors))
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foreach (var preview in editorActorLayer.PreviewsInCellRegion(region.CellCoords))
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previews.TryAdd(preview.ID, preview);
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return new EditorBlitSource(region, previews, tiles);
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}
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void Blit(EditorBlitSource source, bool isRevert)
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{
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var blitPos = isRevert ? source.CellRegion.TopLeft : blitPosition;
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var blitVec = blitPos - source.CellRegion.TopLeft;
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var blitSize = source.CellRegion.BottomRight - source.CellRegion.TopLeft;
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var blitRegion = new CellRegion(map.Grid.Type, blitPos, blitPos + blitSize);
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if (blitFilters.HasFlag(MapBlitFilters.Actors))
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{
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// Clear any existing actors in the paste cells.
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foreach (var regionActor in editorActorLayer.PreviewsInCellRegion(blitRegion.CellCoords).ToList())
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editorActorLayer.Remove(regionActor);
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}
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foreach (var tileKeyValuePair in source.Tiles)
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{
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var position = tileKeyValuePair.Key + blitVec;
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if (!map.Tiles.Contains(position) || (respectBounds && !map.Contains(position)))
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continue;
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// Clear any existing resources.
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if (resourceLayer != null && blitFilters.HasFlag(MapBlitFilters.Resources))
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resourceLayer.ClearResources(position);
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var tile = tileKeyValuePair.Value;
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var resourceLayerContents = tile.ResourceLayerContents;
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if (blitFilters.HasFlag(MapBlitFilters.Terrain))
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{
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map.Tiles[position] = tile.TerrainTile;
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map.Height[position] = tile.Height;
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}
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if (blitFilters.HasFlag(MapBlitFilters.Resources) &&
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resourceLayerContents.HasValue &&
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!string.IsNullOrWhiteSpace(resourceLayerContents.Value.Type))
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resourceLayer.AddResource(resourceLayerContents.Value.Type, position, resourceLayerContents.Value.Density);
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}
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if (blitFilters.HasFlag(MapBlitFilters.Actors))
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{
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if (isRevert)
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{
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// For reverts, just place the original actors back exactly how they were.
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foreach (var actor in source.Actors.Values)
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editorActorLayer.Add(actor);
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}
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else
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{
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// Create copies of the original actors, update their locations, and place.
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foreach (var actorKeyValuePair in source.Actors)
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{
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var copy = actorKeyValuePair.Value.Export();
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var locationInit = copy.GetOrDefault<LocationInit>();
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if (locationInit != null)
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{
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var actorPosition = locationInit.Value + blitVec;
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if (respectBounds && !map.Contains(actorPosition))
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continue;
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copy.RemoveAll<LocationInit>();
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copy.Add(new LocationInit(actorPosition));
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}
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editorActorLayer.Add(copy);
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}
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}
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}
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}
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public void Commit() => Blit(blitSource, false);
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public void Revert() => Blit(revertBlitSource, true);
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public int TileCount()
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{
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return blitSource.Tiles.Count;
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}
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}
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}
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