183 lines
6.0 KiB
C#
183 lines
6.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public class WorldRenderer
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{
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public readonly World world;
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internal readonly TerrainRenderer terrainRenderer;
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internal readonly ShroudRenderer shroudRenderer;
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public readonly UiOverlay uiOverlay;
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internal readonly HardwarePalette palette;
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internal WorldRenderer(World world)
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{
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this.world = world;
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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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uiOverlay = new UiOverlay();
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palette = new HardwarePalette(world.Map);
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foreach( var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>( world ) )
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pal.Trait.InitPalette( this );
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}
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public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
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public Palette GetPalette(string name) { return palette.GetPalette(name); }
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public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
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class SpriteComparer : IComparer<Renderable>
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{
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public int Compare(Renderable x, Renderable y)
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{
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return (x.Z + x.ZOffset).CompareTo(y.Z + y.ZOffset);
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}
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}
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IEnumerable<Renderable> SpritesToRender()
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{
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var bounds = Game.viewport.ViewBounds(world);
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var comparer = new SpriteComparer();
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bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y);
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var actors = world.FindUnits(
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new float2(bounds.Left, bounds.Top),
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new float2(bounds.Right, bounds.Bottom));
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var renderables = actors.SelectMany(a => a.Render())
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.OrderBy(r => r, comparer);
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var effects = world.Effects.SelectMany(e => e.Render());
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return renderables.Concat(effects);
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}
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public void Draw()
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{
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RefreshPalette();
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var bounds = Game.viewport.ViewBounds(world);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(this, Game.viewport);
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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t.RenderBeforeWorld(this, a);
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Game.Renderer.Flush();
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderBeforeWorld(this, world);
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foreach (var image in SpritesToRender() )
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image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale);
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uiOverlay.Draw(this, world);
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// added for contrails
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foreach (var a in world.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRender>())
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t.RenderAfterWorld(this, a);
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(this, world);
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shroudRenderer.Draw( this );
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Game.Renderer.DisableScissor();
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld(this, a);
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Game.Renderer.Flush();
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}
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void DrawBox(RectangleF r, Color color)
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{
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var a = new float2(r.Left, r.Top);
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var b = new float2(r.Right - a.X, 0);
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var c = new float2(0, r.Bottom - a.Y);
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Game.Renderer.LineRenderer.DrawLine(a, a + b, color, color);
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Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, color, color);
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Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, color, color);
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Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color);
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var bounds = selectedUnit.GetBounds(true);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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public void DrawLocus(Color c, int2[] cells)
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{
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var dict = cells.ToDictionary(a => a, a => 0);
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foreach (var t in dict.Keys)
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{
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if (!dict.ContainsKey(t + new int2(-1, 0)))
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Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
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c, c);
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if (!dict.ContainsKey(t + new int2(1, 0)))
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Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(1, 0)), Game.CellSize * (t + new int2(1, 1)),
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c, c);
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if (!dict.ContainsKey(t + new int2(0, -1)))
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Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)),
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c, c);
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if (!dict.ContainsKey(t + new int2(0, 1)))
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Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)),
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c, c);
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}
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}
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public void DrawRangeCircle(Color c, float2 location, float range)
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{
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var prev = location + Game.CellSize * range * float2.FromAngle(0);
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for (var i = 1; i <= 32; i++)
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{
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var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
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Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c);
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prev = pos;
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}
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}
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public void RefreshPalette()
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{
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palette.Update( world.WorldActor.TraitsImplementing<IPaletteModifier>() );
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}
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}
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}
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