Files
OpenRA/OpenRA.Game/Graphics/SelectionBarsRenderable.cs
reaperrr be290cfabd Split Actor.Bounds into RenderBounds and SelectableBounds
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.

This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.

This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
2017-11-21 01:00:09 +02:00

169 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
public struct SelectionBarsRenderable : IRenderable, IFinalizedRenderable
{
readonly WPos pos;
readonly Actor actor;
readonly bool displayHealth;
readonly bool displayExtra;
public SelectionBarsRenderable(Actor actor, bool displayHealth, bool displayExtra)
: this(actor.CenterPosition, actor)
{
this.displayHealth = displayHealth;
this.displayExtra = displayExtra;
}
public SelectionBarsRenderable(WPos pos, Actor actor)
: this()
{
this.pos = pos;
this.actor = actor;
}
public WPos Pos { get { return pos; } }
public bool DisplayHealth { get { return displayHealth; } }
public bool DisplayExtra { get { return displayExtra; } }
public PaletteReference Palette { get { return null; } }
public int ZOffset { get { return 0; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithPalette(PaletteReference newPalette) { return this; }
public IRenderable WithZOffset(int newOffset) { return this; }
public IRenderable OffsetBy(WVec vec) { return new SelectionBarsRenderable(pos + vec, actor); }
public IRenderable AsDecoration() { return this; }
void DrawExtraBars(WorldRenderer wr, float3 start, float3 end)
{
foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
{
var value = extraBar.GetValue();
if (value != 0 || extraBar.DisplayWhenEmpty)
{
var offset = new float3(0, (int)(4 / wr.Viewport.Zoom), 0);
start += offset;
end += offset;
DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
}
}
}
void DrawSelectionBar(WorldRenderer wr, float3 start, float3 end, float value, Color barColor)
{
var iz = 1 / wr.Viewport.Zoom;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var p = new float2(0, -4 * iz);
var q = new float2(0, -3 * iz);
var r = new float2(0, -2 * iz);
var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var z = float3.Lerp(start, end, value);
var wcr = Game.Renderer.WorldRgbaColorRenderer;
wcr.DrawLine(start + p, end + p, iz, c);
wcr.DrawLine(start + q, end + q, iz, c2);
wcr.DrawLine(start + r, end + r, iz, c);
wcr.DrawLine(start + p, z + p, iz, barColor2);
wcr.DrawLine(start + q, z + q, iz, barColor);
wcr.DrawLine(start + r, z + r, iz, barColor2);
}
Color GetHealthColor(IHealth health)
{
if (Game.Settings.Game.UsePlayerStanceColors)
return actor.Owner.PlayerStanceColor(actor);
else
return health.DamageState == DamageState.Critical ? Color.Red :
health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
}
void DrawHealthBar(WorldRenderer wr, IHealth health, float3 start, float3 end)
{
if (health == null || health.IsDead)
return;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var iz = 1 / wr.Viewport.Zoom;
var p = new float2(0, -4 * iz);
var q = new float2(0, -3 * iz);
var r = new float2(0, -2 * iz);
var healthColor = GetHealthColor(health);
var healthColor2 = Color.FromArgb(
255,
healthColor.R / 2,
healthColor.G / 2,
healthColor.B / 2);
var z = float3.Lerp(start, end, (float)health.HP / health.MaxHP);
var wcr = Game.Renderer.WorldRgbaColorRenderer;
wcr.DrawLine(start + p, end + p, iz, c);
wcr.DrawLine(start + q, end + q, iz, c2);
wcr.DrawLine(start + r, end + r, iz, c);
wcr.DrawLine(start + p, z + p, iz, healthColor2);
wcr.DrawLine(start + q, z + q, iz, healthColor);
wcr.DrawLine(start + r, z + r, iz, healthColor2);
if (health.DisplayHP != health.HP)
{
var deltaColor = Color.OrangeRed;
var deltaColor2 = Color.FromArgb(
255,
deltaColor.R / 2,
deltaColor.G / 2,
deltaColor.B / 2);
var zz = float3.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
wcr.DrawLine(z + p, zz + p, iz, deltaColor2);
wcr.DrawLine(z + q, zz + q, iz, deltaColor);
wcr.DrawLine(z + r, zz + r, iz, deltaColor2);
}
}
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
if (!actor.IsInWorld || actor.IsDead)
return;
var health = actor.TraitOrDefault<IHealth>();
var screenPos = wr.Screen3DPxPosition(pos);
var bounds = actor.SelectionOverlayBounds;
bounds.Offset((int)screenPos.X, (int)screenPos.Y);
var start = new float3(bounds.Left + 1, bounds.Top, screenPos.Z);
var end = new float3(bounds.Right - 1, bounds.Top, screenPos.Z);
if (DisplayHealth)
DrawHealthBar(wr, health, start, end);
if (DisplayExtra)
DrawExtraBars(wr, start, end);
}
public void RenderDebugGeometry(WorldRenderer wr) { }
public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
}
}