Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithTextDecoration.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

136 lines
4.5 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Displays a text overlay relative to the selection box.")]
public class WithTextDecorationInfo : ConditionalTraitInfo
{
[FieldLoader.Require] [Translate] public readonly string Text = null;
public readonly string Font = "TinyBold";
[Desc("Display in this color when not using the player color.")]
public readonly Color Color = Color.White;
[Desc("Use the player color of the current owner.")]
public readonly bool UsePlayerColor = false;
[Desc("Point in the actor's selection box used as reference for offsetting the decoration image. " +
"Possible values are combinations of Center, Top, Bottom, Left, Right.")]
public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;
[Desc("The Z offset to apply when rendering this decoration.")]
public readonly int ZOffset = 1;
[Desc("Player stances who can view the decoration.")]
public readonly Stance ValidStances = Stance.Ally;
[Desc("Should this be visible only when selected?")]
public readonly bool RequiresSelection = false;
public override object Create(ActorInitializer init) { return new WithTextDecoration(init.Self, this); }
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (!Game.ModData.Manifest.Fonts.ContainsKey(Font))
throw new YamlException("Font '{0}' is not listed in the mod.yaml's Fonts section".F(Font));
base.RulesetLoaded(rules, ai);
}
}
public class WithTextDecoration : ConditionalTrait<WithTextDecorationInfo>, IRender, IRenderAboveShroudWhenSelected, INotifyCapture
{
readonly SpriteFont font;
Color color;
public WithTextDecoration(Actor self, WithTextDecorationInfo info)
: base(info)
{
font = Game.Renderer.Fonts[info.Font];
color = Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color;
}
public virtual bool ShouldRender(Actor self) { return true; }
IEnumerable<IRenderable> IRender.Render(Actor self, WorldRenderer wr)
{
return !Info.RequiresSelection ? RenderInner(self, wr) : SpriteRenderable.None;
}
IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
{
return Info.RequiresSelection ? RenderInner(self, wr) : SpriteRenderable.None;
}
IEnumerable<IRenderable> RenderInner(Actor self, WorldRenderer wr)
{
if (IsTraitDisabled || self.IsDead || !self.IsInWorld)
return Enumerable.Empty<IRenderable>();
if (self.World.RenderPlayer != null)
{
var stance = self.Owner.Stances[self.World.RenderPlayer];
if (!Info.ValidStances.HasStance(stance))
return Enumerable.Empty<IRenderable>();
}
if (!ShouldRender(self) || self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>();
var bounds = self.SelectionOverlayBounds;
var halfSize = font.Measure(Info.Text) / 2;
var boundsOffset = new int2(bounds.Left + bounds.Right, bounds.Top + bounds.Bottom) / 2;
var sizeOffset = new int2();
if (Info.ReferencePoint.HasFlag(ReferencePoints.Top))
{
boundsOffset -= new int2(0, bounds.Height / 2);
sizeOffset += new int2(0, halfSize.Y);
}
else if (Info.ReferencePoint.HasFlag(ReferencePoints.Bottom))
{
boundsOffset += new int2(0, bounds.Height / 2);
sizeOffset -= new int2(0, halfSize.Y);
}
if (Info.ReferencePoint.HasFlag(ReferencePoints.Left))
{
boundsOffset -= new int2(bounds.Width / 2, 0);
sizeOffset += new int2(halfSize.X, 0);
}
else if (Info.ReferencePoint.HasFlag(ReferencePoints.Right))
{
boundsOffset += new int2(bounds.Width / 2, 0);
sizeOffset -= new int2(halfSize.X, 0);
}
var screenPos = wr.ScreenPxPosition(self.CenterPosition) + boundsOffset + sizeOffset;
return new IRenderable[] { new TextRenderable(font, wr.ProjectedPosition(screenPos), Info.ZOffset, color, Info.Text) };
}
void INotifyCapture.OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
if (Info.UsePlayerColor)
color = newOwner.Color.RGB;
}
}
}