Files
OpenRA/OpenRA.Game/Graphics/Viewport.cs
2013-10-05 21:01:22 +13:00

165 lines
4.5 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Support;
namespace OpenRA.Graphics
{
[Flags]
public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 }
public static class ViewportExts
{
public static bool Includes(this ScrollDirection d, ScrollDirection s)
{
return (d & s) == s;
}
public static ScrollDirection Set(this ScrollDirection d, ScrollDirection s, bool val)
{
return (d.Includes(s) != val) ? d ^ s : d;
}
}
public class Viewport
{
readonly WorldRenderer worldRenderer;
// Map bounds (world-px)
readonly Rectangle mapBounds;
// Viewport geometry (world-px)
public int2 CenterLocation { get; private set; }
public int2 TopLeft { get { return CenterLocation - viewportSize / 2; } }
public int2 BottomRight { get { return CenterLocation + viewportSize / 2; } }
int2 viewportSize;
bool cellBoundsDirty = true;
float zoom = 1f;
public float Zoom
{
get
{
return zoom;
}
set
{
zoom = value;
viewportSize = (1f / zoom * new float2(Game.Renderer.Resolution)).ToInt2();
cellBoundsDirty = true;
}
}
public static int TicksSinceLastMove = 0;
public static int2 LastMousePos;
public ScrollDirection GetBlockedDirections()
{
var ret = ScrollDirection.None;
if (CenterLocation.Y <= mapBounds.Top)
ret |= ScrollDirection.Up;
if (CenterLocation.X <= mapBounds.Left)
ret |= ScrollDirection.Left;
if (CenterLocation.Y >= mapBounds.Bottom)
ret |= ScrollDirection.Down;
if (CenterLocation.X >= mapBounds.Right)
ret |= ScrollDirection.Right;
return ret;
}
public Viewport(WorldRenderer wr, Map map)
{
worldRenderer = wr;
// Calculate map bounds in world-px
var b = map.Bounds;
var tl = wr.ScreenPxPosition(new CPos(b.Left, b.Top).TopLeft);
var br = wr.ScreenPxPosition(new CPos(b.Right, b.Bottom).BottomRight);
mapBounds = Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y);
CenterLocation = (tl + br) / 2;
Zoom = Game.Settings.Graphics.PixelDouble ? 2 : 1;
}
public CPos ViewToWorld(int2 view)
{
return worldRenderer.Position(ViewToWorldPx(view)).ToCPos();
}
public int2 ViewToWorldPx(int2 view) { return (1f / Zoom * view.ToFloat2()).ToInt2() + TopLeft; }
public int2 WorldToViewPx(int2 world) { return (Zoom * (world - TopLeft).ToFloat2()).ToInt2(); }
public void Center(IEnumerable<Actor> actors)
{
if (!actors.Any())
return;
Center(actors.Select(a => a.CenterPosition).Average());
}
public void Center(WPos pos)
{
CenterLocation = worldRenderer.ScreenPxPosition(pos).Clamp(mapBounds);
cellBoundsDirty = true;
}
public void Scroll(float2 delta, bool ignoreBorders)
{
// Convert scroll delta from world-px to viewport-px
CenterLocation += (1f / Zoom * delta).ToInt2();
cellBoundsDirty = true;
if (!ignoreBorders)
CenterLocation = CenterLocation.Clamp(mapBounds);
}
// Rectangle (in viewport coords) that contains things to be drawn
static readonly Rectangle ScreenClip = Rectangle.FromLTRB(0, 0, Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
public Rectangle ScissorBounds
{
get
{
var r = CellBounds;
var ctl = new CPos(r.Left, r.Top).TopLeft;
var cbr = new CPos(r.Right, r.Bottom).TopLeft;
var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl)).Clamp(ScreenClip);
var br = WorldToViewPx(worldRenderer.ScreenPxPosition(cbr)).Clamp(ScreenClip);
return Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y);
}
}
// Rectangle (in cell coords) of cells that are currently visible on the screen
Rectangle cachedRect;
public Rectangle CellBounds
{
get
{
if (cellBoundsDirty)
{
var boundary = new CVec(1, 1);
var tl = worldRenderer.Position(TopLeft).ToCPos() - boundary;
var br = worldRenderer.Position(BottomRight).ToCPos() + boundary;
cachedRect = Rectangle.Intersect(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y), worldRenderer.world.Map.Bounds);
cellBoundsDirty = false;
}
var b = worldRenderer.world.VisibleBounds;
return b.HasValue ? Rectangle.Intersect(cachedRect, b.Value) : cachedRect;
}
}
}
}