253 lines
7.9 KiB
C#
253 lines
7.9 KiB
C#
using System.Drawing;
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using System;
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using System.Linq;
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using System.Windows.Forms;
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using IjwFramework.Types;
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using System.Collections.Generic;
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using OpenRa.Game.Traits;
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using OpenRa.Game.Support;
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using OpenRa.Game.Effects;
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namespace OpenRa.Game.Graphics
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{
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class WorldRenderer
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{
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public readonly TerrainRenderer terrainRenderer;
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly UiOverlay uiOverlay;
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public readonly Renderer renderer;
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public static bool ShowUnitPaths = false;
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public WorldRenderer(Renderer renderer)
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{
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terrainRenderer = new TerrainRenderer(renderer, Rules.Map);
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this.renderer = renderer;
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer);
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}
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void DrawSpriteList(RectangleF rect,
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IEnumerable<Renderable> images)
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{
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foreach (var image in images)
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{
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var loc = image.Pos;
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if (loc.X > rect.Right || loc.X < rect.Left - image.Sprite.bounds.Width)
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continue;
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if (loc.Y > rect.Bottom || loc.Y < rect.Top - image.Sprite.bounds.Height)
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continue;
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spriteRenderer.DrawSprite(image.Sprite, loc, image.Palette);
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}
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}
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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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var result = x.ZOffset.CompareTo(y.ZOffset);
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if (result == 0)
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result = x.Pos.Y.CompareTo(y.Pos.Y);
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return result;
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}
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}
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public void Draw()
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{
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terrainRenderer.Draw(Game.viewport);
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var comparer = new SpriteComparer();
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var rect = new RectangleF(
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Game.viewport.Location.ToPointF(),
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new SizeF( Game.viewport.Width, Game.viewport.Height ));
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/* todo: cull to screen again */
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var renderables = Game.world.Actors.SelectMany(a => a.Render())
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.OrderBy(r => r, comparer);
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foreach (var r in renderables)
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spriteRenderer.DrawSprite(r.Sprite, r.Pos, r.Palette);
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foreach (var e in Game.world.Effects)
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DrawSpriteList(rect, e.Render());
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selbox = Game.controller.SelectionBox;
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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in Game.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow, false);
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}
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.Render();
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lineRenderer.Flush();
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spriteRenderer.Flush();
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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{
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var bounds = selectedUnit.Bounds;
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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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lineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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if (drawHealthBar)
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{
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DrawHealthBar(selectedUnit, xy, Xy);
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DrawControlGroup(selectedUnit, xy);
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// Only display pips and tags to the owner
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if (selectedUnit.Owner == Game.LocalPlayer)
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{
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DrawPips(selectedUnit, xY);
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DrawTags(selectedUnit,
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new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
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}
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}
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if (ShowUnitPaths)
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{
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var mobile = selectedUnit.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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{
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var path = mobile.GetCurrentPath();
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var start = selectedUnit.Location;
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foreach (var step in path)
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{
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lineRenderer.DrawLine(
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Game.CellSize * start + new float2(12, 12),
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Game.CellSize * step + new float2(12, 12),
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Color.Red, Color.Red);
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start = step;
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}
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}
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}
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}
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void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
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{
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var c = Color.Gray;
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lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Strength;
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var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
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: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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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(xy, Xy, healthAmount);
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lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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lineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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lineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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lineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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}
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
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static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
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void DrawControlGroup(Actor selectedUnit, float2 basePosition)
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{
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var group = Game.controller.GetControlGroupForActor(selectedUnit);
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if (group == null) return;
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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spriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), 0);
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}
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void DrawPips(Actor selectedUnit, float2 basePosition)
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{
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// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
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var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
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var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips())
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{
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var pipImages = new Animation("pips");
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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spriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, 0);
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pipxyOffset += new float2(4, 0);
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if (pipxyOffset.X+5 > selectedUnit.SelectedSize.X)
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{
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//spriteRenderer.Flush();
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 4;
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}
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}
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// Increment row
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 5;
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//spriteRenderer.Flush();
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}
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}
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void DrawTags(Actor selectedUnit, float2 basePosition)
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{
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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foreach (var tags in selectedUnit.traits.WithInterface<ITags>())
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{
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foreach (var tag in tags.GetTags())
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{
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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spriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, 0);
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// Increment row
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tagxyOffset.Y += 8;
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}
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}
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}
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}
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}
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