Files
OpenRA/OpenRa.Game/UiOverlay.cs
2009-11-18 18:44:09 +13:00

72 lines
2.4 KiB
C#

using System.Drawing;
using OpenRa.Game.Graphics;
using System;
using OpenRa.Game.GameRules;
using System.Linq;
namespace OpenRa.Game
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
public static bool ShowUnitDebug = false;
public static bool ShowBuildDebug = false;
public UiOverlay(SpriteRenderer spriteRenderer)
{
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
unitDebug = SynthesizeTile(0x7c);
}
static Sprite SynthesizeTile(byte paletteIndex)
{
byte[] data = new byte[Game.CellSize * Game.CellSize];
for (int i = 0; i < Game.CellSize; i++)
for (int j = 0; j < Game.CellSize; j++)
data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
return SheetBuilder.Add( data, new Size(Game.CellSize,Game.CellSize) );
}
public void Draw()
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
}
public void DrawBuildingGrid( UnitInfo.BuildingInfo bi )
{
var position = Game.controller.MousePosition.ToInt2();
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
//if( ShowBuildDebug )
// for( var j = 0 ; j < 128 ; j++ )
// for( var i = 0 ; i < 128 ; i++ )
// if( Game.GetDistanceToBase( new int2( i, j ), Game.LocalPlayer ) < maxDistance )
// if( Game.IsCellBuildable( new int2( i, j ), bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel ) )
// if( !Game.map.ContainsResource( new int2( i, j ) ) )
// spriteRenderer.DrawSprite( unitDebug, Game.CellSize * new float2( i, j ), 0 );
var tooFarFromBase = !Footprint.Tiles( bi, position ).Any(
t => Game.GetDistanceToBase( t, Game.LocalPlayer ) < maxDistance );
foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( ( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.map.ContainsResource( t ) )
? buildOk : buildBlocked, Game.CellSize * t, 0 );
spriteRenderer.Flush();
}
}
}