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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#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 System.Linq;
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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 IsometricSelectionBoxAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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static readonly float2 TLOffset = new(-12, -6);
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static readonly float2 TROffset = new(12, -6);
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static readonly float2 TOffset = new(0, -13);
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static readonly float2[] Offsets =
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[
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-TROffset, -TLOffset, -TOffset,
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TROffset, -TOffset, -TLOffset,
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-TLOffset, TOffset, TROffset,
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TLOffset, TROffset, TOffset,
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-TROffset, TOffset, TLOffset,
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TLOffset, -TOffset, -TROffset
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];
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readonly Polygon bounds;
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readonly Color color;
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public IsometricSelectionBoxAnnotationRenderable(Actor actor, in Polygon bounds, Color color)
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{
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Pos = actor.CenterPosition;
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this.bounds = bounds;
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this.color = color;
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}
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public IsometricSelectionBoxAnnotationRenderable(WPos pos, in Polygon bounds, Color color)
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{
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Pos = pos;
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this.bounds = bounds;
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this.color = color;
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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 this; }
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public IRenderable OffsetBy(in WVec vec) { return new IsometricSelectionBoxAnnotationRenderable(Pos + vec, bounds, color); }
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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 screen = bounds.Vertices.Select(v => wr.Viewport.WorldToViewPx(v).ToFloat2()).ToArray();
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var tl = new float2(-12, -6);
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var tr = new float2(12, -6);
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var t = new float2(0, -13);
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var cr = Game.Renderer.RgbaColorRenderer;
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for (var i = 0; i < 6; i++)
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{
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cr.DrawLine([screen[i] + Offsets[3 * i], screen[i], screen[i] + Offsets[3 * i + 1]], 1, color, true);
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cr.DrawLine([screen[i], screen[i] + Offsets[3 * i + 2]], 1, color, true);
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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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