165 lines
5.7 KiB
C#
165 lines
5.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Graphics
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{
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public class IsometricSelectionBarsAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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const int BarWidth = 3;
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const int BarHeight = 4;
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const int BarStride = 5;
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static readonly Color EmptyColor = Color.FromArgb(160, 30, 30, 30);
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static readonly Color DarkEmptyColor = Color.FromArgb(160, 15, 15, 15);
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static readonly Color DarkenColor = Color.FromArgb(24, 0, 0, 0);
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static readonly Color LightenColor = Color.FromArgb(24, 255, 255, 255);
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readonly WPos pos;
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readonly Actor actor;
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readonly bool displayHealth;
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readonly bool displayExtra;
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readonly Polygon bounds;
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public IsometricSelectionBarsAnnotationRenderable(Actor actor, Polygon bounds, bool displayHealth, bool displayExtra)
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: this(actor.CenterPosition, actor, bounds)
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{
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this.displayHealth = displayHealth;
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this.displayExtra = displayExtra;
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}
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public IsometricSelectionBarsAnnotationRenderable(WPos pos, Actor actor, Polygon bounds)
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{
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this.pos = pos;
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this.actor = actor;
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this.bounds = bounds;
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}
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public WPos Pos { get { return pos; } }
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public bool DisplayHealth { get { return displayHealth; } }
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public bool DisplayExtra { get { return displayExtra; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(WVec vec) { return new IsometricSelectionBarsAnnotationRenderable(pos + vec, actor, bounds); }
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public IRenderable AsDecoration() { return this; }
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void DrawExtraBars(WorldRenderer wr)
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{
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var i = 1;
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foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0 || extraBar.DisplayWhenEmpty)
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DrawBar(wr, extraBar.GetValue(), extraBar.GetColor(), i++);
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}
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}
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void DrawBar(WorldRenderer wr, float value, Color barColor, int barNum, float? secondValue = null, Color? secondColor = null)
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{
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var darkColor = Color.FromArgb(barColor.A, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var barAspect = new float2(1f, 0.5f);
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var stepAspect = new float2(1f, -0.5f);
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var offset = barNum * BarStride * barAspect - new float2(0, BarHeight + 1);
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var start = wr.Viewport.WorldToViewPx(bounds.Vertices[1]).ToFloat2() + offset;
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var end = wr.Viewport.WorldToViewPx(bounds.Vertices[0]).ToFloat2() + offset;
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// HACK: Work around rounding errors that may cause a few-px offset in the end relative to the start
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// Force the bar to take a 45 degree angle
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end = new float2(end.X, start.Y - (end.X - start.X) / 2);
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// Round the cut point to the nearest pixel to avoid potential off-by-one pixel offsets distorting the bar
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var cutX = (int)(float2.Lerp(start.X, end.X, value) + 0.5f);
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var cut = new float2(cutX, start.Y - (cutX - start.X) / 2);
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var cr = Game.Renderer.RgbaColorRenderer;
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var da = BarWidth * barAspect;
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var db = new int2(0, BarHeight);
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var dc = da + db;
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// Filled bar
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cr.FillRect(start + da, start + dc, cut + dc, cut + da, darkColor);
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cr.FillRect(start, start + da, start + dc, start + db, darkColor);
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cr.FillRect(start, start + da, cut + da, cut, barColor);
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// Faint marks to break the monotony of the solid bar
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var dx = BarWidth;
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while (dx < cut.X - start.X)
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{
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var step = start + dx * stepAspect;
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cr.DrawLine(step, step + da, 1, DarkenColor);
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cr.DrawLine(step + da, step + dc, 1, LightenColor);
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dx += BarWidth;
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}
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// Second bar (e.g. applied damage)
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if (secondValue.HasValue && secondColor.HasValue)
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{
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var secondCutX = (int)(float2.Lerp(start.X, end.X, secondValue.Value) + 0.5f);
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var secondCut = new float2(secondCutX, start.Y - (secondCutX - start.X) / 2);
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var darkSecond = Color.FromArgb(secondColor.Value.A, secondColor.Value.R / 2, secondColor.Value.G / 2, secondColor.Value.B / 2);
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cr.FillRect(cut + da, cut + dc, secondCut + dc, secondCut + da, darkSecond);
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cr.FillRect(cut, cut + da, secondCut + da, secondCut, secondColor.Value);
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value = secondValue.Value;
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cut = secondCut;
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}
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// Empty bar
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if (value < 1)
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{
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cr.FillRect(cut + da, cut + dc, end + dc, end + da, DarkEmptyColor);
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cr.FillRect(cut, cut + da, end + da, end, EmptyColor);
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}
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}
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Color GetHealthColor(IHealth health)
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{
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if (Game.Settings.Game.UsePlayerStanceColors)
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return actor.Owner.PlayerRelationshipColor(actor);
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return health.DamageState == DamageState.Critical ? Color.Red :
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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}
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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if (!actor.IsInWorld || actor.IsDead)
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return;
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var health = actor.TraitOrDefault<IHealth>();
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if (DisplayHealth)
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{
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if (health == null || health.IsDead)
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return;
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var displayValue = health.DisplayHP != health.HP ? (float?)health.DisplayHP / health.MaxHP : null;
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DrawBar(wr, (float)health.HP / health.MaxHP, GetHealthColor(health), 0, displayValue, Color.OrangeRed);
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}
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if (DisplayExtra)
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DrawExtraBars(wr);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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