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.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Renders Ctrl groups using typeface.")]
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public class WithTextControlGroupDecorationInfo : TraitInfo, IRulesetLoaded
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{
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public readonly string Font = "TinyBold";
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[Desc("Display in this color when not using the player color.")]
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public readonly Color Color = Color.White;
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[Desc("Use the player color of the current owner.")]
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public readonly bool UsePlayerColor = false;
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[Desc("Position in the actor's selection box to draw the decoration.")]
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public readonly string Position = "TopLeft";
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[Desc("Offset text center position from the selection box edge.")]
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public readonly int2 Margin = int2.Zero;
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void IRulesetLoaded<ActorInfo>.RulesetLoaded(Ruleset rules, ActorInfo info)
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{
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if (!Game.ModData.GetOrCreate<Fonts>().FontList.ContainsKey(Font))
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throw new YamlException($"Font '{Font}' is not listed in the mod.yaml's Fonts section");
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}
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public override object Create(ActorInitializer init) { return new WithTextControlGroupDecoration(init.Self, this); }
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}
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public class WithTextControlGroupDecoration : IDecoration
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{
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readonly WithTextControlGroupDecorationInfo info;
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readonly SpriteFont font;
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readonly CachedTransform<int, string> label;
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public WithTextControlGroupDecoration(Actor self, WithTextControlGroupDecorationInfo info)
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{
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this.info = info;
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font = Game.Renderer.Fonts[info.Font];
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label = new CachedTransform<int, string>(g => self.World.ControlGroups.Groups[g]);
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}
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bool IDecoration.RequiresSelection => true;
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IEnumerable<IRenderable> IDecoration.RenderDecoration(Actor self, WorldRenderer wr, ISelectionDecorations container)
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{
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var group = self.World.ControlGroups.GetControlGroupForActor(self);
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if (group == null)
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return [];
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var text = label.Update(group.Value);
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var screenPos = container.GetDecorationOrigin(self, wr, info.Position, info.Margin);
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return
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[
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new UITextRenderable(font, self.CenterPosition, screenPos, 0, info.UsePlayerColor ? self.OwnerColor() : info.Color, text)
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];
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}
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}
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}
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