Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteControlGroupDecoration.cs
2020-09-12 17:52:46 +02:00

73 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders Ctrl groups using pixel art.")]
public class WithSpriteControlGroupDecorationInfo : TraitInfo
{
[PaletteReference]
public readonly string Palette = "chrome";
public readonly string Image = "pips";
[SequenceReference(nameof(Image))]
[Desc("Sprite sequence used to render the control group 0-9 numbers.")]
public readonly string GroupSequence = "groups";
[Desc("Position in the actor's selection box to draw the decoration.")]
public readonly string Position = "TopLeft";
[Desc("Offset sprite center position from the selection box edge.")]
public readonly int2 Margin = int2.Zero;
public override object Create(ActorInitializer init) { return new WithSpriteControlGroupDecoration(init.Self, this); }
}
public class WithSpriteControlGroupDecoration : IDecoration
{
public readonly WithSpriteControlGroupDecorationInfo Info;
readonly Actor self;
readonly Animation anim;
public WithSpriteControlGroupDecoration(Actor self, WithSpriteControlGroupDecorationInfo info)
{
Info = info;
this.self = self;
anim = new Animation(self.World, Info.Image);
}
bool IDecoration.RequiresSelection { get { return true; } }
IEnumerable<IRenderable> IDecoration.RenderDecoration(Actor self, WorldRenderer wr, ISelectionDecorations container)
{
var group = self.World.Selection.GetControlGroupForActor(self);
if (group == null)
return Enumerable.Empty<IRenderable>();
anim.PlayFetchIndex(Info.GroupSequence, () => (int)group);
var screenPos = container.GetDecorationOrigin(self, wr, Info.Position, Info.Margin) - (0.5f * anim.Image.Size.XY).ToInt2();
var palette = wr.Palette(Info.Palette);
return new IRenderable[]
{
new UISpriteRenderable(anim.Image, self.CenterPosition, screenPos, 0, palette, 1f)
};
}
}
}