75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct RangeCircleRenderable : IRenderable, IFinalizedRenderable
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{
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const int RangeCircleSegments = 32;
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static readonly int[][] RangeCircleStartRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i).AsMatrix());
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static readonly int[][] RangeCircleEndRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i + 6).AsMatrix());
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readonly WPos centerPosition;
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readonly WDist radius;
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readonly int zOffset;
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readonly Color color;
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readonly Color contrastColor;
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public RangeCircleRenderable(WPos centerPosition, WDist radius, int zOffset, Color color, Color contrastColor)
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{
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this.centerPosition = centerPosition;
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this.radius = radius;
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this.zOffset = zOffset;
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this.color = color;
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this.contrastColor = contrastColor;
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}
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public WPos Pos { get { return centerPosition; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return new RangeCircleRenderable(centerPosition, radius, zOffset, color, contrastColor); }
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public IRenderable WithZOffset(int newOffset) { return new RangeCircleRenderable(centerPosition, radius, newOffset, color, contrastColor); }
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public IRenderable OffsetBy(WVec vec) { return new RangeCircleRenderable(centerPosition + vec, radius, zOffset, color, contrastColor); }
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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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DrawRangeCircle(wr, centerPosition, radius, 1, color, 3, contrastColor);
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}
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public static void DrawRangeCircle(WorldRenderer wr, WPos centerPosition, WDist radius,
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float width, Color color, float contrastWidth, Color contrastColor)
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{
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var offset = new WVec(radius.Length, 0, 0);
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for (var i = 0; i < RangeCircleSegments; i++)
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{
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var a = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
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var b = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));
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if (contrastWidth > 0)
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wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);
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if (width > 0)
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wcr.DrawLine(a, b, width / wr.Viewport.Zoom, color);
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}
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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