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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71
OpenRA.Mods.Common/Graphics/CircleAnnotationRenderable.cs
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71
OpenRA.Mods.Common/Graphics/CircleAnnotationRenderable.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.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public class CircleAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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const int CircleSegments = 32;
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static readonly WVec[] FacingOffsets = Exts.MakeArray(CircleSegments, i => new WVec(1024, 0, 0).Rotate(WRot.FromFacing(i * 256 / CircleSegments)));
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readonly WDist radius;
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readonly int width;
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readonly Color color;
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readonly bool filled;
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public CircleAnnotationRenderable(WPos centerPosition, WDist radius, int width, Color color, bool filled = false)
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{
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Pos = centerPosition;
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this.radius = radius;
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this.width = width;
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this.color = color;
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this.filled = filled;
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}
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public WPos Pos { get; }
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public int ZOffset => 0;
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public bool IsDecoration => true;
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public IRenderable WithZOffset(int newOffset) { return new CircleAnnotationRenderable(Pos, radius, width, color, filled); }
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public IRenderable OffsetBy(in WVec vec) { return new CircleAnnotationRenderable(Pos + vec, radius, width, color, filled); }
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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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var cr = Game.Renderer.RgbaColorRenderer;
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if (filled)
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{
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var offset = new WVec(radius.Length, radius.Length, 0);
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var tl = wr.Viewport.WorldToViewPx(wr.ScreenPosition(Pos - offset));
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var br = wr.Viewport.WorldToViewPx(wr.ScreenPosition(Pos + offset));
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cr.FillEllipse(tl, br, color);
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}
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else
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{
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var r = radius.Length;
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var a = wr.Viewport.WorldToViewPx(wr.ScreenPosition(Pos + r * FacingOffsets[CircleSegments - 1] / 1024));
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for (var i = 0; i < CircleSegments; i++)
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{
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var b = wr.Viewport.WorldToViewPx(wr.ScreenPosition(Pos + r * FacingOffsets[i] / 1024));
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cr.DrawLine(a, b, width, color);
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a = b;
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}
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}
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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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