- Removed implicit pip definitions and IPips interface. New decoration traits have been added to render them. Pip types are no longer hardcoded in OpenRA.Game. - Decoration rendering is now managed by SelectionDecorations(Base), which allows us to remove assumptions about the selection box geometry from the decoration traits. - RenderNameTag has been replaced by WithNameTagDecoration, which is an otherwise normal decoration trait. - Unify the configuration and reduce duplication between traits. - Removed hardcoded references to specific selection box renderables. - Remove legacy cruft.
77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders Ctrl groups using pixel art.")]
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public class WithSpriteControlGroupDecorationInfo : ITraitInfo
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{
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[PaletteReference]
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public readonly string Palette = "chrome";
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public readonly string Image = "pips";
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[SequenceReference("Image")]
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[Desc("Sprite sequence used to render the control group 0-9 numbers.")]
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public readonly string GroupSequence = "groups";
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[Desc("Position in the actor's selection box to draw the decoration.")]
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public readonly DecorationPosition Position = DecorationPosition.TopLeft;
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[Desc("Offset sprite center position from the selection box edge.")]
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public readonly int2 Margin = int2.Zero;
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public object Create(ActorInitializer init) { return new WithSpriteControlGroupDecoration(init.Self, this); }
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}
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public class WithSpriteControlGroupDecoration : IDecoration
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{
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public readonly WithSpriteControlGroupDecorationInfo Info;
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readonly Actor self;
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readonly Animation anim;
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public WithSpriteControlGroupDecoration(Actor self, WithSpriteControlGroupDecorationInfo info)
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{
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Info = info;
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this.self = self;
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anim = new Animation(self.World, Info.Image);
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}
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DecorationPosition IDecoration.Position { get { return Info.Position; } }
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bool IDecoration.Enabled { get { return self.Owner == self.World.LocalPlayer && self.World.Selection.GetControlGroupForActor(self) != null; } }
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bool IDecoration.RequiresSelection { get { return true; } }
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IEnumerable<IRenderable> IDecoration.RenderDecoration(Actor self, WorldRenderer wr, int2 pos)
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{
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var group = self.World.Selection.GetControlGroupForActor(self);
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if (group == null)
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return Enumerable.Empty<IRenderable>();
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anim.PlayFetchIndex(Info.GroupSequence, () => (int)group);
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var screenPos = wr.Viewport.WorldToViewPx(pos) + Info.Position.CreateMargin(Info.Margin) - (0.5f * anim.Image.Size.XY).ToInt2();
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var palette = wr.Palette(Info.Palette);
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return new IRenderable[]
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{
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new UISpriteRenderable(anim.Image, self.CenterPosition, screenPos, 0, palette, 1f)
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};
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}
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}
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}
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