Files
OpenRA/OpenRa.Game/UiOverlay.cs

69 lines
1.6 KiB
C#

using System.Drawing;
using OpenRa.Game.Graphics;
using System;
using OpenRa.Game.GameRules;
using System.Linq;
namespace OpenRa.Game
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk;
Sprite buildBlocked;
public UiOverlay(SpriteRenderer spriteRenderer)
{
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
}
static Sprite SynthesizeTile(byte paletteIndex)
{
byte[] data = new byte[Game.CellSize * Game.CellSize];
for (int i = 0; i < Game.CellSize; i++)
for (int j = 0; j < Game.CellSize; j++)
data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
return SheetBuilder.Add( data, new Size(Game.CellSize,Game.CellSize) );
}
public void Draw()
{
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel )
? buildOk : buildBlocked, Game.CellSize * t, 0 );
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;
}
}
}