371 lines
12 KiB
C#
371 lines
12 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
|
|
* This file is part of OpenRA.
|
|
*
|
|
* OpenRA is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* OpenRA is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#endregion
|
|
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.FileFormats;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Graphics
|
|
{
|
|
public class WorldRenderer
|
|
{
|
|
readonly World world;
|
|
internal readonly TerrainRenderer terrainRenderer;
|
|
internal readonly SpriteRenderer spriteRenderer;
|
|
internal readonly LineRenderer lineRenderer;
|
|
internal readonly UiOverlay uiOverlay;
|
|
internal readonly Renderer renderer;
|
|
internal readonly HardwarePalette palette;
|
|
|
|
internal WorldRenderer(World world, Renderer renderer)
|
|
{
|
|
this.world = world;
|
|
this.renderer = renderer;
|
|
|
|
terrainRenderer = new TerrainRenderer(world, renderer, this);
|
|
spriteRenderer = new SpriteRenderer(renderer, true);
|
|
lineRenderer = new LineRenderer(renderer);
|
|
uiOverlay = new UiOverlay(spriteRenderer);
|
|
palette = new HardwarePalette(renderer, world.Map);
|
|
}
|
|
|
|
public int GetPaletteIndex(string name)
|
|
{
|
|
return palette.GetPaletteIndex(name);
|
|
}
|
|
|
|
public Palette GetPalette(string name)
|
|
{
|
|
return palette.GetPalette(name);
|
|
}
|
|
|
|
public void AddPalette(string name, Palette pal)
|
|
{
|
|
palette.AddPalette(name, pal);
|
|
}
|
|
|
|
void DrawSpriteList(RectangleF rect,
|
|
IEnumerable<Renderable> images)
|
|
{
|
|
foreach (var image in images)
|
|
spriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
|
|
}
|
|
|
|
class SpriteComparer : IComparer<Renderable>
|
|
{
|
|
public int Compare(Renderable x, Renderable y)
|
|
{
|
|
var result = x.ZOffset.CompareTo(y.ZOffset);
|
|
if (result == 0)
|
|
result = x.Pos.Y.CompareTo(y.Pos.Y);
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
Rectangle GetBoundsRect()
|
|
{
|
|
if (!world.LocalPlayer.Shroud.HasGPS && world.LocalPlayer.Shroud.bounds.HasValue)
|
|
{
|
|
var r = world.LocalPlayer.Shroud.bounds.Value;
|
|
|
|
var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X);
|
|
var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y);
|
|
var right = left + (int)(Game.CellSize * r.Width);
|
|
var bottom = top + (int)(Game.CellSize * r.Height);
|
|
|
|
if (left < 0) left = 0;
|
|
if (top < 0) top = 0;
|
|
if (right > Game.viewport.Width) right = Game.viewport.Width;
|
|
if (bottom > Game.viewport.Height) bottom = Game.viewport.Height;
|
|
|
|
return new Rectangle(left, top, right - left, bottom - top);
|
|
}
|
|
else
|
|
return new Rectangle(0, 0, Game.viewport.Width, Game.viewport.Height);
|
|
}
|
|
|
|
public void Draw()
|
|
{
|
|
var bounds = GetBoundsRect();
|
|
renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
|
|
|
|
terrainRenderer.Draw(Game.viewport);
|
|
|
|
var comparer = new SpriteComparer();
|
|
|
|
bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y);
|
|
|
|
var actors = world.FindUnits(
|
|
new float2(bounds.Left, bounds.Top),
|
|
new float2(bounds.Right, bounds.Bottom));
|
|
|
|
var renderables = actors.SelectMany(a => a.Render())
|
|
.OrderBy(r => r, comparer);
|
|
|
|
DrawSpriteList(bounds, renderables);
|
|
|
|
foreach (var e in world.Effects)
|
|
DrawSpriteList(bounds, e.Render());
|
|
|
|
uiOverlay.Draw(world);
|
|
|
|
spriteRenderer.Flush();
|
|
|
|
DrawBandBox();
|
|
|
|
if (Game.controller.orderGenerator != null)
|
|
Game.controller.orderGenerator.Render(world);
|
|
|
|
world.LocalPlayer.Shroud.Draw(spriteRenderer);
|
|
|
|
spriteRenderer.Flush();
|
|
|
|
renderer.Device.DisableScissor();
|
|
|
|
if (Game.Settings.IndexDebug)
|
|
DrawBins(bounds);
|
|
|
|
lineRenderer.Flush();
|
|
}
|
|
|
|
void DrawBins(RectangleF bounds)
|
|
{
|
|
{
|
|
var a = new float2(bounds.Left, bounds.Top);
|
|
var b = new float2(bounds.Right - a.X, 0);
|
|
var c = new float2(0, bounds.Bottom - a.Y);
|
|
lineRenderer.DrawLine(a, a + b, Color.Red, Color.Red);
|
|
lineRenderer.DrawLine(a + b, a + b + c, Color.Red, Color.Red);
|
|
lineRenderer.DrawLine(a + b + c, a + c, Color.Red, Color.Red);
|
|
lineRenderer.DrawLine(a, a + c, Color.Red, Color.Red);
|
|
|
|
bounds = world.LocalPlayer.Shroud.bounds.Value;
|
|
|
|
a = new float2(bounds.Left, bounds.Top);
|
|
b = new float2(bounds.Right - a.X, 0);
|
|
c = new float2(0, bounds.Bottom - a.Y);
|
|
lineRenderer.DrawLine(a, a + b, Color.Blue, Color.Blue);
|
|
lineRenderer.DrawLine(a + b, a + b + c, Color.Blue, Color.Blue);
|
|
lineRenderer.DrawLine(a + b + c, a + c, Color.Blue, Color.Blue);
|
|
lineRenderer.DrawLine(a, a + c, Color.Blue, Color.Blue);
|
|
}
|
|
|
|
for (var j = 0; j < Game.world.Map.MapSize;
|
|
j += Game.world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
|
|
{
|
|
lineRenderer.DrawLine(new float2(0, j * 24), new float2(Game.world.Map.MapSize * 24, j * 24), Color.Black, Color.Black);
|
|
lineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, Game.world.Map.MapSize * 24), Color.Black, Color.Black);
|
|
}
|
|
}
|
|
|
|
void DrawBandBox()
|
|
{
|
|
var selbox = Game.controller.SelectionBox;
|
|
if (selbox == null) return;
|
|
|
|
var a = selbox.Value.First;
|
|
var b = new float2(selbox.Value.Second.X - a.X, 0);
|
|
var c = new float2(0, selbox.Value.Second.Y - a.Y);
|
|
|
|
lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
|
|
lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
|
|
|
|
foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
|
|
DrawSelectionBox(u, Color.Yellow, false);
|
|
}
|
|
|
|
public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
|
|
{
|
|
var bounds = selectedUnit.GetBounds(true);
|
|
|
|
var xy = new float2(bounds.Left, bounds.Top);
|
|
var Xy = new float2(bounds.Right, bounds.Top);
|
|
var xY = new float2(bounds.Left, bounds.Bottom);
|
|
var XY = new float2(bounds.Right, bounds.Bottom);
|
|
|
|
lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
|
|
lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
|
|
lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
|
|
lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
|
|
|
|
lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
|
|
lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
|
|
lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
|
|
|
|
if (drawHealthBar)
|
|
{
|
|
DrawHealthBar(selectedUnit, xy, Xy);
|
|
DrawControlGroup(selectedUnit, xy);
|
|
|
|
// Only display pips and tags to the owner
|
|
if (selectedUnit.Owner == world.LocalPlayer)
|
|
{
|
|
DrawPips(selectedUnit, xY);
|
|
DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
|
|
}
|
|
}
|
|
|
|
if (Game.Settings.PathDebug)
|
|
{
|
|
var mobile = selectedUnit.traits.GetOrDefault<Mobile>();
|
|
if (mobile != null)
|
|
{
|
|
var path = mobile.GetCurrentPath();
|
|
var start = selectedUnit.Location;
|
|
|
|
foreach (var step in path)
|
|
{
|
|
lineRenderer.DrawLine(
|
|
Game.CellSize * start + new float2(12, 12),
|
|
Game.CellSize * step + new float2(12, 12),
|
|
Color.Red, Color.Red);
|
|
start = step;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
|
|
{
|
|
var c = Color.Gray;
|
|
lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
|
|
|
|
var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Traits.Get<OwnedActorInfo>().HP;
|
|
var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
|
|
: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
|
|
: Color.LimeGreen;
|
|
|
|
var healthColor2 = Color.FromArgb(
|
|
255,
|
|
healthColor.R / 2,
|
|
healthColor.G / 2,
|
|
healthColor.B / 2);
|
|
|
|
var z = float2.Lerp(xy, Xy, healthAmount);
|
|
|
|
lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
|
|
lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
|
|
|
|
lineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
|
|
lineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
|
|
lineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
|
|
}
|
|
|
|
// depends on the order of pips in TraitsInterfaces.cs!
|
|
static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
|
|
static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
|
|
|
|
void DrawControlGroup(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
var group = Game.controller.selection.GetControlGroupForActor(selectedUnit);
|
|
if (group == null) return;
|
|
|
|
var pipImages = new Animation("pips");
|
|
pipImages.PlayFetchIndex("groups", () => (int)group);
|
|
pipImages.Tick();
|
|
spriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), "chrome");
|
|
}
|
|
|
|
void DrawPips(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
|
|
var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
|
|
var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
|
|
|
|
foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
|
|
{
|
|
foreach (var pip in pips.GetPips(selectedUnit))
|
|
{
|
|
var pipImages = new Animation("pips");
|
|
pipImages.PlayRepeating(pipStrings[(int)pip]);
|
|
spriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, "chrome");
|
|
pipxyOffset += new float2(4, 0);
|
|
|
|
if (pipxyOffset.X+5 > selectedUnit.GetBounds(false).Width)
|
|
{
|
|
pipxyOffset.X = 0;
|
|
pipxyOffset.Y -= 4;
|
|
}
|
|
}
|
|
// Increment row
|
|
pipxyOffset.X = 0;
|
|
pipxyOffset.Y -= 5;
|
|
}
|
|
}
|
|
|
|
void DrawTags(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
|
|
var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
|
|
var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
|
|
|
|
foreach (var tags in selectedUnit.traits.WithInterface<ITags>())
|
|
{
|
|
foreach (var tag in tags.GetTags())
|
|
{
|
|
if (tag == TagType.None)
|
|
continue;
|
|
|
|
var tagImages = new Animation("pips");
|
|
tagImages.PlayRepeating(tagStrings[(int)tag]);
|
|
spriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, "chrome");
|
|
|
|
// Increment row
|
|
tagxyOffset.Y += 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void DrawRangeCircle(Actor selectedUnit)
|
|
{
|
|
if (selectedUnit.Owner != world.LocalPlayer)
|
|
return;
|
|
|
|
var range = (int)selectedUnit.GetPrimaryWeapon().Range;
|
|
var r2 = range * range;
|
|
|
|
var c = Color.FromArgb(128, Color.Yellow);
|
|
|
|
foreach (var t in world.FindTilesInCircle(selectedUnit.Location, range))
|
|
{
|
|
if ((selectedUnit.Location - t - new int2(-1, 0)).LengthSquared > r2)
|
|
lineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
|
|
c,c);
|
|
if ((selectedUnit.Location - t - new int2(1, 0)).LengthSquared > r2)
|
|
lineRenderer.DrawLine(Game.CellSize * (t + new int2(1,0)), Game.CellSize * (t + new int2(1, 1)),
|
|
c,c);
|
|
if ((selectedUnit.Location - t - new int2(0,-1)).LengthSquared > r2)
|
|
lineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1,0)),
|
|
c,c);
|
|
if ((selectedUnit.Location - t - new int2(0,1)).LengthSquared > r2)
|
|
lineRenderer.DrawLine(Game.CellSize * (t + new int2(0,1)), Game.CellSize * (t + new int2(1, 1)),
|
|
c,c);
|
|
}
|
|
}
|
|
}
|
|
}
|