Files
OpenRA/OpenRa.Game/UiOverlay.cs
2009-10-11 10:54:09 +13:00

75 lines
1.6 KiB
C#

using System.Drawing;
using OpenRa.Game.Graphics;
using System;
namespace OpenRa.Game
{
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk;
Sprite buildBlocked;
Game game;
public UiOverlay(SpriteRenderer spriteRenderer, Game game)
{
this.spriteRenderer = spriteRenderer;
this.game = game;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
}
Sprite SynthesizeTile(byte paletteIndex)
{
byte[] data = new byte[24 * 24];
for (int i = 0; i < 24; i++)
for (int j = 0; j < 24; j++)
data[i * 24 + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
return SheetBuilder.Add( data, new Size(24,24) );
}
public void Draw()
{
if (!hasOverlay)
return;
Func<int, int, bool> passableAt = (x, y) =>
{
x += game.map.Offset.X;
y += game.map.Offset.Y;
return game.map.IsInMap(x, y) &&
TerrainCosts.Cost(UnitMovementType.Wheel,
game.terrain.tileSet.GetWalkability(game.map.MapTiles[x, y])) < double.PositiveInfinity;
};
for (int i = 0; i < width; i++)
for (int j = 0; j < height; j++)
spriteRenderer.DrawSprite(passableAt(position.X + i, position.Y + j) ? buildOk : buildBlocked,
24 * (position + new int2(i, j)), 0);
spriteRenderer.Flush();
}
bool hasOverlay;
int2 position;
int width, height;
public void KillOverlay()
{
hasOverlay = false;
}
public void SetCurrentOverlay(int2 cell, int width, int height)
{
hasOverlay = true;
position = cell;
this.width = width;
this.height = height;
}
}
}