90 lines
2.3 KiB
C#
90 lines
2.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Attach this to the world actor. Required for LaysTerrain to work.")]
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public class BuildableTerrainLayerInfo : ITraitInfo
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{
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[Desc("Palette to render the layer sprites in.")]
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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public object Create(ActorInitializer init) { return new BuildableTerrainLayer(init.Self, this); }
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}
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public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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readonly BuildableTerrainLayerInfo info;
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readonly Dictionary<CPos, Sprite> dirty = new Dictionary<CPos, Sprite>();
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readonly TileSet tileset;
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readonly Map map;
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TerrainSpriteLayer render;
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Theater theater;
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public BuildableTerrainLayer(Actor self, BuildableTerrainLayerInfo info)
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{
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this.info = info;
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tileset = self.World.TileSet;
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map = self.World.Map;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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theater = wr.Theater;
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render = new TerrainSpriteLayer(w, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(info.Palette), wr.World.Type != WorldType.Editor);
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}
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public void AddTile(CPos cell, TerrainTile tile)
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{
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map.CustomTerrain[cell] = tileset.GetTerrainIndex(tile);
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// Terrain tiles define their origin at the topleft
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var s = theater.TileSprite(tile);
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dirty[cell] = new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode);
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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var remove = new List<CPos>();
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foreach (var kv in dirty)
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{
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if (!self.World.FogObscures(kv.Key))
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{
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render.Update(kv.Key, kv.Value);
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remove.Add(kv.Key);
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}
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}
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foreach (var r in remove)
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dirty.Remove(r);
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}
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public void Render(WorldRenderer wr)
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{
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render.Draw(wr.Viewport);
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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render.Dispose();
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disposed = true;
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}
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}
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}
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