Files
OpenRA/OpenRA.Mods.Common/Traits/Render/CustomTerrainDebugOverlay.cs
2016-06-06 19:25:37 +02:00

80 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Commands;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays custom terrain types.")]
class CustomTerrainDebugOverlayInfo : ITraitInfo
{
public readonly string Font = "TinyBold";
public object Create(ActorInitializer init) { return new CustomTerrainDebugOverlay(init.Self, this); }
}
class CustomTerrainDebugOverlay : IWorldLoaded, IChatCommand, IRender
{
const string CommandName = "debugcustomterrain";
const string CommandDesc = "Toggles the custom terrain debug overlay.";
public bool Enabled;
readonly SpriteFont font;
public CustomTerrainDebugOverlay(Actor self, CustomTerrainDebugOverlayInfo info)
{
font = Game.Renderer.Fonts[info.Font];
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
var console = w.WorldActor.TraitOrDefault<ChatCommands>();
var help = w.WorldActor.TraitOrDefault<HelpCommand>();
if (console == null || help == null)
return;
console.RegisterCommand(CommandName, this);
help.RegisterHelp(CommandName, CommandDesc);
}
void IChatCommand.InvokeCommand(string name, string arg)
{
if (name == CommandName)
Enabled ^= true;
}
IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
{
if (!Enabled)
yield break;
foreach (var uv in wr.Viewport.VisibleCellsInsideBounds.CandidateMapCoords)
{
var cell = uv.ToCPos(wr.World.Map);
var center = wr.World.Map.CenterOfCell(cell);
var terrainType = self.World.Map.CustomTerrain[cell];
if (terrainType == byte.MaxValue)
continue;
var info = wr.World.Map.GetTerrainInfo(cell);
yield return new TextRenderable(font, center, 0, info.Color, info.Type);
}
}
}
}