158 lines
4.9 KiB
C#
158 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public struct SelectionBarsRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos pos;
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readonly Actor actor;
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public SelectionBarsRenderable(Actor actor)
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: this(actor.CenterPosition, actor) { }
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public SelectionBarsRenderable(WPos pos, Actor actor)
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{
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this.pos = pos;
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this.actor = actor;
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}
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public WPos Pos { get { return pos; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return this; }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(WVec vec) { return new SelectionBarsRenderable(pos + vec, actor); }
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public IRenderable AsDecoration() { return this; }
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void DrawExtraBars(WorldRenderer wr, float2 start, float2 end)
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{
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foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0)
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{
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start.Y += (int)(4 / wr.Viewport.Zoom);
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end.Y += (int)(4 / wr.Viewport.Zoom);
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DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
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}
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}
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}
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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{
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4 / wr.Viewport.Zoom);
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var q = new float2(0, -3 / wr.Viewport.Zoom);
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var r = new float2(0, -2 / wr.Viewport.Zoom);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(start, end, value);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(start + p, end + p, c, c);
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wlr.DrawLine(start + q, end + q, c2, c2);
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wlr.DrawLine(start + r, end + r, c, c);
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wlr.DrawLine(start + p, z + p, barColor2, barColor2);
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wlr.DrawLine(start + q, z + q, barColor, barColor);
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wlr.DrawLine(start + r, z + r, barColor2, barColor2);
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}
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Color GetHealthColor(Health health)
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{
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if (Game.Settings.Game.TeamHealthColors)
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{
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var isAlly = actor.Owner.IsAlliedWith(actor.World.LocalPlayer)
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|| (actor.EffectiveOwner != null && actor.EffectiveOwner.Disguised
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&& actor.World.LocalPlayer.IsAlliedWith(actor.EffectiveOwner.Owner));
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return isAlly ? Color.LimeGreen : actor.Owner.NonCombatant ? Color.Tan : Color.Red;
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}
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else
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return health.DamageState == DamageState.Critical ? Color.Red :
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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}
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void DrawHealthBar(WorldRenderer wr, Health health, float2 start, float2 end)
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{
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if (health == null || health.IsDead)
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return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4 / wr.Viewport.Zoom);
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var q = new float2(0, -3 / wr.Viewport.Zoom);
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var r = new float2(0, -2 / wr.Viewport.Zoom);
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var healthColor = GetHealthColor(health);
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(start, end, (float)health.HP / health.MaxHP);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(start + p, end + p, c, c);
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wlr.DrawLine(start + q, end + q, c2, c2);
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wlr.DrawLine(start + r, end + r, c, c);
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wlr.DrawLine(start + p, z + p, healthColor2, healthColor2);
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wlr.DrawLine(start + q, z + q, healthColor, healthColor);
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wlr.DrawLine(start + r, z + r, healthColor2, healthColor2);
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if (health.DisplayHp != health.HP)
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{
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var deltaColor = Color.OrangeRed;
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var deltaColor2 = Color.FromArgb(
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255,
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deltaColor.R / 2,
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deltaColor.G / 2,
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deltaColor.B / 2);
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var zz = float2.Lerp(start, end, (float)health.DisplayHp / health.MaxHP);
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wlr.DrawLine(z + p, zz + p, deltaColor2, deltaColor2);
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wlr.DrawLine(z + q, zz + q, deltaColor, deltaColor);
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wlr.DrawLine(z + r, zz + r, deltaColor2, deltaColor2);
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}
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}
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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if (!actor.IsInWorld || actor.IsDead)
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return;
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var health = actor.TraitOrDefault<Health>();
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var screenPos = wr.ScreenPxPosition(pos);
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var bounds = actor.Bounds;
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bounds.Offset(screenPos.X, screenPos.Y);
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var start = new float2(bounds.Left + 1, bounds.Top);
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var end = new float2(bounds.Right - 1, bounds.Top);
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DrawHealthBar(wr, health, start, end);
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DrawExtraBars(wr, start, end);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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}
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}
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