Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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78
OpenRA.Game/Graphics/UISpriteRenderable.cs
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78
OpenRA.Game/Graphics/UISpriteRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Primitives;
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namespace OpenRA.Graphics
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{
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public class UISpriteRenderable : IRenderable, IPalettedRenderable, IFinalizedRenderable
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{
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readonly Sprite sprite;
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readonly int2 screenPos;
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readonly float scale;
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readonly float alpha;
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readonly float rotation = 0f;
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public UISpriteRenderable(Sprite sprite, WPos effectiveWorldPos, int2 screenPos, int zOffset, PaletteReference palette,
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float scale = 1f, float alpha = 1f, float rotation = 0f)
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{
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this.sprite = sprite;
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Pos = effectiveWorldPos;
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this.screenPos = screenPos;
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ZOffset = zOffset;
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Palette = palette;
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this.scale = scale;
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this.alpha = alpha;
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this.rotation = rotation;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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Palette = null;
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}
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// Does not exist in the world, so a world positions don't make sense
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public WPos Pos { get; }
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public WVec Offset => WVec.Zero;
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public bool IsDecoration => true;
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public PaletteReference Palette { get; }
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public int ZOffset { get; }
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public IPalettedRenderable WithPalette(PaletteReference newPalette) =>
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new UISpriteRenderable(sprite, Pos, screenPos, ZOffset, newPalette, scale, alpha, rotation);
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public IRenderable WithZOffset(int newOffset) { return this; }
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public IRenderable OffsetBy(in WVec vec) { return this; }
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public IRenderable AsDecoration() { return this; }
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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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Game.Renderer.SpriteRenderer.DrawSprite(sprite, Palette, screenPos, scale, float3.Ones, alpha, rotation);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var offset = screenPos + sprite.Offset.XY;
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if (rotation == 0f)
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Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size.XY, 1, Color.Red);
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else
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Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(offset, sprite.Size, rotation), 1, Color.Red);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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var offset = screenPos + sprite.Offset;
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return Util.BoundingRectangle(offset, sprite.Size, rotation);
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}
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}
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}
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