364 lines
13 KiB
C#
364 lines
13 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2010 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. For more information,
|
|
* see LICENSE.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.FileFormats;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Graphics
|
|
{
|
|
public class WorldRenderer
|
|
{
|
|
readonly World world;
|
|
internal readonly TerrainRenderer terrainRenderer;
|
|
internal readonly UiOverlay uiOverlay;
|
|
internal readonly HardwarePalette palette;
|
|
|
|
internal WorldRenderer(World world)
|
|
{
|
|
this.world = world;
|
|
|
|
terrainRenderer = new TerrainRenderer(world, this);
|
|
uiOverlay = new UiOverlay();
|
|
palette = new HardwarePalette(world.Map);
|
|
}
|
|
|
|
public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
|
|
{
|
|
Game.Renderer.LineRenderer.DrawLine(start,end,startColor,endColor);
|
|
}
|
|
|
|
public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
|
|
public Palette GetPalette(string name) { return palette.GetPalette(name); }
|
|
public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
|
|
public void UpdatePalette(string name, Palette pal) { palette.UpdatePalette(name, pal); }
|
|
|
|
void DrawSpriteList(IEnumerable<Renderable> images)
|
|
{
|
|
foreach (var image in images)
|
|
Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
|
|
}
|
|
|
|
class SpriteComparer : IComparer<Renderable>
|
|
{
|
|
public int Compare(Renderable x, Renderable y)
|
|
{
|
|
var result = x.ZOffset.CompareTo(y.ZOffset);
|
|
if (result == 0)
|
|
result = x.Pos.Y.CompareTo(y.Pos.Y);
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
Rectangle GetBoundsRect()
|
|
{
|
|
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.Bounds.HasValue)
|
|
{
|
|
var r = world.LocalPlayer.Shroud.Bounds.Value;
|
|
|
|
var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X);
|
|
var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y);
|
|
var right = left + (int)(Game.CellSize * r.Width);
|
|
var bottom = top + (int)(Game.CellSize * r.Height);
|
|
|
|
if (left < 0) left = 0;
|
|
if (top < 0) top = 0;
|
|
if (right > Game.viewport.Width) right = Game.viewport.Width;
|
|
if (bottom > Game.viewport.Height) bottom = Game.viewport.Height;
|
|
|
|
return new Rectangle(left, top, right - left, bottom - top);
|
|
}
|
|
else
|
|
return new Rectangle(0, 0, Game.viewport.Width, Game.viewport.Height);
|
|
}
|
|
|
|
Renderable[] worldSprites = { };
|
|
public void Tick()
|
|
{
|
|
var bounds = GetBoundsRect();
|
|
var comparer = new SpriteComparer();
|
|
|
|
bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y);
|
|
|
|
var actors = world.FindUnits(
|
|
new float2(bounds.Left, bounds.Top),
|
|
new float2(bounds.Right, bounds.Bottom));
|
|
|
|
var renderables = actors.SelectMany(a => a.Render())
|
|
.OrderBy(r => r, comparer);
|
|
|
|
var effects = world.Effects.SelectMany(e => e.Render());
|
|
|
|
worldSprites = renderables.Concat(effects).ToArray();
|
|
}
|
|
|
|
public void Draw()
|
|
{
|
|
var bounds = GetBoundsRect();
|
|
Game.Renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
|
|
|
|
terrainRenderer.Draw(Game.viewport);
|
|
|
|
DrawSpriteList(worldSprites);
|
|
uiOverlay.Draw(world);
|
|
Game.Renderer.SpriteRenderer.Flush();
|
|
DrawBandBox();
|
|
|
|
if (Game.controller.orderGenerator != null)
|
|
Game.controller.orderGenerator.Render(world);
|
|
|
|
if (world.LocalPlayer != null)
|
|
world.LocalPlayer.Shroud.Draw();
|
|
|
|
Game.Renderer.SpriteRenderer.Flush();
|
|
|
|
Game.Renderer.Device.DisableScissor();
|
|
|
|
if (Game.Settings.IndexDebug)
|
|
{
|
|
bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y);
|
|
DrawBins(bounds);
|
|
}
|
|
|
|
Game.Renderer.LineRenderer.Flush();
|
|
}
|
|
|
|
void DrawBox(RectangleF r, Color color)
|
|
{
|
|
var a = new float2(r.Left, r.Top);
|
|
var b = new float2(r.Right - a.X, 0);
|
|
var c = new float2(0, r.Bottom - a.Y);
|
|
Game.Renderer.LineRenderer.DrawLine(a, a + b, color, color);
|
|
Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, color, color);
|
|
Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, color, color);
|
|
Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color);
|
|
}
|
|
|
|
void DrawBins(RectangleF bounds)
|
|
{
|
|
DrawBox(bounds, Color.Red);
|
|
if (world.LocalPlayer != null)
|
|
DrawBox(world.LocalPlayer.Shroud.Bounds.Value, Color.Blue);
|
|
|
|
for (var j = 0; j < world.Map.MapSize.Y;
|
|
j += world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
|
|
{
|
|
Game.Renderer.LineRenderer.DrawLine(new float2(0, j * 24), new float2(world.Map.MapSize.X * 24, j * 24), Color.Black, Color.Black);
|
|
Game.Renderer.LineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, world.Map.MapSize.Y * 24), Color.Black, Color.Black);
|
|
}
|
|
}
|
|
|
|
void DrawBandBox()
|
|
{
|
|
var selbox = Game.controller.SelectionBox;
|
|
if (selbox == null) return;
|
|
|
|
var a = selbox.Value.First;
|
|
var b = new float2(selbox.Value.Second.X - a.X, 0);
|
|
var c = new float2(0, selbox.Value.Second.Y - a.Y);
|
|
|
|
Game.Renderer.LineRenderer.DrawLine(a, a + b, Color.White, Color.White);
|
|
Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
|
|
Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
|
|
Game.Renderer.LineRenderer.DrawLine(a, a + c, Color.White, Color.White);
|
|
|
|
foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
|
|
DrawSelectionBox(u, Color.Yellow, false);
|
|
}
|
|
|
|
public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
|
|
{
|
|
var bounds = selectedUnit.GetBounds(true);
|
|
|
|
var xy = new float2(bounds.Left, bounds.Top);
|
|
var Xy = new float2(bounds.Right, bounds.Top);
|
|
var xY = new float2(bounds.Left, bounds.Bottom);
|
|
var XY = new float2(bounds.Right, bounds.Bottom);
|
|
|
|
Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
|
|
|
|
Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
|
|
|
|
if (drawHealthBar)
|
|
{
|
|
DrawHealthBar(selectedUnit, xy, Xy);
|
|
DrawControlGroup(selectedUnit, xy);
|
|
|
|
// Only display pips and tags to the owner
|
|
if (selectedUnit.Owner == world.LocalPlayer)
|
|
{
|
|
DrawPips(selectedUnit, xY);
|
|
DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
|
|
}
|
|
}
|
|
|
|
if (Game.Settings.PathDebug)
|
|
DrawUnitPath(selectedUnit);
|
|
}
|
|
|
|
void DrawUnitPath(Actor selectedUnit)
|
|
{
|
|
var mobile = selectedUnit.traits.WithInterface<IMove>().FirstOrDefault();
|
|
if (mobile != null)
|
|
{
|
|
var unit = selectedUnit.traits.Get<Unit>();
|
|
var alt = (unit != null)? new float2(0, -unit.Altitude) : float2.Zero;
|
|
var path = mobile.GetCurrentPath(selectedUnit);
|
|
var start = selectedUnit.CenterLocation + alt;
|
|
|
|
var c = Color.Green;
|
|
|
|
foreach (var step in path)
|
|
{
|
|
var stp = step + alt;
|
|
DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
|
|
DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
|
|
DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
|
|
DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
|
|
DrawLine(start, stp, c, c);
|
|
start = stp;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
|
|
{
|
|
var c = Color.Gray;
|
|
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
|
|
|
|
var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Traits.Get<OwnedActorInfo>().HP;
|
|
var healthColor = (healthAmount < selectedUnit.World.Defaults.ConditionRed) ? Color.Red
|
|
: (healthAmount < selectedUnit.World.Defaults.ConditionYellow) ? Color.Yellow
|
|
: Color.LimeGreen;
|
|
|
|
var healthColor2 = Color.FromArgb(
|
|
255,
|
|
healthColor.R / 2,
|
|
healthColor.G / 2,
|
|
healthColor.B / 2);
|
|
|
|
var z = float2.Lerp(xy, Xy, healthAmount);
|
|
|
|
Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
|
|
Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
|
|
|
|
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
|
|
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
|
|
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
|
|
}
|
|
|
|
// depends on the order of pips in TraitsInterfaces.cs!
|
|
static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
|
|
static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
|
|
|
|
void DrawControlGroup(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
var group = Game.controller.selection.GetControlGroupForActor(selectedUnit);
|
|
if (group == null) return;
|
|
|
|
var pipImages = new Animation("pips");
|
|
pipImages.PlayFetchIndex("groups", () => (int)group);
|
|
pipImages.Tick();
|
|
Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), "chrome");
|
|
}
|
|
|
|
void DrawPips(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
|
|
var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
|
|
var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
|
|
|
|
foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
|
|
{
|
|
foreach (var pip in pips.GetPips(selectedUnit))
|
|
{
|
|
if (pipxyOffset.X+5 > selectedUnit.GetBounds(false).Width)
|
|
{
|
|
pipxyOffset.X = 0;
|
|
pipxyOffset.Y -= 4;
|
|
}
|
|
var pipImages = new Animation("pips");
|
|
pipImages.PlayRepeating(pipStrings[(int)pip]);
|
|
Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, "chrome");
|
|
pipxyOffset += new float2(4, 0);
|
|
}
|
|
// Increment row
|
|
pipxyOffset.X = 0;
|
|
pipxyOffset.Y -= 5;
|
|
}
|
|
}
|
|
|
|
void DrawTags(Actor selectedUnit, float2 basePosition)
|
|
{
|
|
// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
|
|
var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
|
|
var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
|
|
|
|
foreach (var tags in selectedUnit.traits.WithInterface<ITags>())
|
|
{
|
|
foreach (var tag in tags.GetTags())
|
|
{
|
|
if (tag == TagType.None)
|
|
continue;
|
|
|
|
var tagImages = new Animation("pips");
|
|
tagImages.PlayRepeating(tagStrings[(int)tag]);
|
|
Game.Renderer.SpriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, "chrome");
|
|
|
|
// Increment row
|
|
tagxyOffset.Y += 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void DrawLocus(Color c, int2[] cells)
|
|
{
|
|
var dict = cells.ToDictionary(a => a, a => 0);
|
|
foreach (var t in dict.Keys)
|
|
{
|
|
if (!dict.ContainsKey(t + new int2(-1, 0)))
|
|
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
|
|
c, c);
|
|
if (!dict.ContainsKey(t + new int2(1, 0)))
|
|
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(1, 0)), Game.CellSize * (t + new int2(1, 1)),
|
|
c, c);
|
|
if (!dict.ContainsKey(t + new int2(0, -1)))
|
|
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)),
|
|
c, c);
|
|
if (!dict.ContainsKey(t + new int2(0, 1)))
|
|
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)),
|
|
c, c);
|
|
}
|
|
}
|
|
|
|
public void DrawRangeCircle(Color c, float2 location, int range)
|
|
{
|
|
var prev = location + Game.CellSize * range * float2.FromAngle(0);
|
|
for (var i = 1; i <= 32; i++)
|
|
{
|
|
var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
|
|
Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c);
|
|
prev = pos;
|
|
}
|
|
}
|
|
}
|
|
}
|