This allows us to remove a hacky workaround for calculating depth offsets when sprites have size.Z == 0.
75 lines
2.6 KiB
C#
75 lines
2.6 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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 OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class UISpriteRenderable : IRenderable, IPalettedRenderable, IFinalizedRenderable
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{
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readonly Sprite sprite;
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readonly WPos effectiveWorldPos;
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readonly int2 screenPos;
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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readonly float alpha;
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public UISpriteRenderable(Sprite sprite, WPos effectiveWorldPos, int2 screenPos, int zOffset, PaletteReference palette, float scale = 1f, float alpha = 1f)
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{
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this.sprite = sprite;
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this.effectiveWorldPos = effectiveWorldPos;
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this.screenPos = screenPos;
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this.zOffset = zOffset;
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this.palette = palette;
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this.scale = scale;
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this.alpha = alpha;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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this.palette = null;
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}
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// Does not exist in the world, so a world positions don't make sense
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public WPos Pos => effectiveWorldPos;
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public WVec Offset => WVec.Zero;
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public bool IsDecoration => true;
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public PaletteReference Palette => palette;
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public int ZOffset => zOffset;
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public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new UISpriteRenderable(sprite, effectiveWorldPos, screenPos, zOffset, newPalette, scale, alpha); }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(in WVec vec) { return this; }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, palette, screenPos, scale, float3.Ones, alpha);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var offset = screenPos + sprite.Offset.XY;
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Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size.XY, 1, Color.Red);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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var offset = screenPos + sprite.Offset;
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return new Rectangle((int)offset.X, (int)offset.Y, (int)sprite.Size.X, (int)sprite.Size.Y);
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}
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}
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}
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