Files
OpenRA/OpenRA.Mods.D2k/Traits/World/BuildableTerrainLayer.cs
2016-02-21 16:27:31 +00:00

90 lines
2.3 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Attach this to the world actor. Required for LaysTerrain to work.")]
public class BuildableTerrainLayerInfo : ITraitInfo
{
[Desc("Palette to render the layer sprites in.")]
public readonly string Palette = TileSet.TerrainPaletteInternalName;
public object Create(ActorInitializer init) { return new BuildableTerrainLayer(init.Self, this); }
}
public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
{
readonly BuildableTerrainLayerInfo info;
readonly Dictionary<CPos, Sprite> dirty = new Dictionary<CPos, Sprite>();
readonly TileSet tileset;
readonly Map map;
TerrainSpriteLayer render;
Theater theater;
public BuildableTerrainLayer(Actor self, BuildableTerrainLayerInfo info)
{
this.info = info;
tileset = self.World.TileSet;
map = self.World.Map;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
theater = wr.Theater;
render = new TerrainSpriteLayer(w, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(info.Palette), wr.World.Type != WorldType.Editor);
}
public void AddTile(CPos cell, TerrainTile tile)
{
map.CustomTerrain[cell] = tileset.GetTerrainIndex(tile);
// Terrain tiles define their origin at the topleft
var s = theater.TileSprite(tile);
dirty[cell] = new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode);
}
public void TickRender(WorldRenderer wr, Actor self)
{
var remove = new List<CPos>();
foreach (var kv in dirty)
{
if (!self.World.FogObscures(kv.Key))
{
render.Update(kv.Key, kv.Value);
remove.Add(kv.Key);
}
}
foreach (var r in remove)
dirty.Remove(r);
}
public void Render(WorldRenderer wr)
{
render.Draw(wr.Viewport);
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
render.Dispose();
disposed = true;
}
}
}