public override void Draw() { timeOffset = iconOffset - overlayFont.Measure(WidgetUtils.FormatTime(0, worldRenderer.World.Timestep)) / 2; // Icons Game.Renderer.EnableAntialiasingFilter(); foreach (var p in icons.Values) { WidgetUtils.DrawSpriteCentered(p.Sprite, p.Palette, p.Pos + iconOffset); // Charge progress var sp = p.Power; clock.PlayFetchIndex(ClockSequence, () => sp.TotalTicks == 0 ? clock.CurrentSequence.Length - 1 : (sp.TotalTicks - sp.RemainingTicks) * (clock.CurrentSequence.Length - 1) / sp.TotalTicks); clock.Tick(); WidgetUtils.DrawSpriteCentered(clock.Image, p.IconClockPalette, p.Pos + iconOffset); } Game.Renderer.DisableAntialiasingFilter(); // Overlay foreach (var p in icons.Values) { var customText = p.Power.IconOverlayTextOverride(); if (customText != null) { var customOffset = iconOffset - overlayFont.Measure(customText) / 2; overlayFont.DrawTextWithContrast(customText, p.Pos + customOffset, Color.White, Color.Black, 1); } else if (p.Power.Ready) { overlayFont.DrawTextWithContrast(ReadyText, p.Pos + readyOffset, Color.White, Color.Black, 1); } else if (!p.Power.Active) { overlayFont.DrawTextWithContrast(HoldText, p.Pos + holdOffset, Color.White, Color.Black, 1); } else { overlayFont.DrawTextWithContrast(WidgetUtils.FormatTime(p.Power.RemainingTicks, worldRenderer.World.Timestep), p.Pos + timeOffset, Color.White, Color.Black, 1); } } }
public override void Draw() { if (sprite != null && palette != null) { var directionPalette = worldRenderer.Palette(palette); // Cursor is rendered in native window coordinates // Apply same scaling rules as hardware cursors var scale = (graphicSettings.CursorDouble ? 2 : 1) * (Game.Renderer.NativeWindowScale > 1.5f ? 2 : 1); WidgetUtils.DrawSpriteCentered(sprite, directionPalette, ChildOrigin, scale / Game.Renderer.WindowScale); } }
public override void Draw() { productionIcons.Clear(); productionIconsBounds.Clear(); var player = GetPlayer(); if (player == null) { return; } var queues = world.ActorsWithTrait <ProductionQueue>() .Where(a => a.Actor.Owner == player) .Select((a, i) => new { a.Trait, i }); foreach (var queue in queues) { if (!clocks.ContainsKey(queue.Trait)) { clocks.Add(queue.Trait, new Animation(world, ClockAnimation)); } } var currentItemsByItem = queues .Select(a => a.Trait.CurrentItem()) .Where(pi => pi != null) .GroupBy(pr => pr.Item) .OrderBy(g => g.First().Queue.Info.DisplayOrder) .ThenBy(g => g.First().BuildPaletteOrder) .ToList(); Game.Renderer.EnableAntialiasingFilter(); var queueCol = 0; foreach (var currentItems in currentItemsByItem) { var queued = currentItems .OrderBy(pi => pi.Done ? 0 : (pi.Paused ? 2 : 1)) .ThenBy(q => q.RemainingTimeActual) .ToList(); var current = queued.First(); var queue = current.Queue; var faction = queue.Actor.Owner.Faction.InternalName; var actor = queue.AllItems().FirstOrDefault(a => a.Name == current.Item); if (actor == null) { continue; } var rsi = actor.TraitInfo <RenderSpritesInfo>(); var icon = new Animation(world, rsi.GetImage(actor, faction)); var bi = actor.TraitInfo <BuildableInfo>(); icon.Play(bi.Icon); var topLeftOffset = new float2(queueCol * (IconWidth + IconSpacing), 0); var iconTopLeft = RenderOrigin + topLeftOffset; var centerPosition = iconTopLeft + 0.5f * iconSize; var palette = bi.IconPaletteIsPlayerPalette ? bi.IconPalette + player.InternalName : bi.IconPalette; WidgetUtils.DrawSpriteCentered(icon.Image, worldRenderer.Palette(palette), centerPosition, 0.5f); var rect = new Rectangle((int)iconTopLeft.X, (int)iconTopLeft.Y, (int)iconSize.X, (int)iconSize.Y); productionIcons.Add(new ProductionIcon { Actor = actor, Pos = new float2(rect.Location), Queued = queued, ProductionQueue = current.Queue }); productionIconsBounds.Add(rect); var pio = queue.Actor.Owner.PlayerActor.TraitsImplementing <IProductionIconOverlay>() .FirstOrDefault(p => p.IsOverlayActive(actor)); if (pio != null) { WidgetUtils.DrawSpriteCentered(pio.Sprite, worldRenderer.Palette(pio.Palette), centerPosition + pio.Offset(iconSize), 0.5f); } var clock = clocks[queue]; clock.PlayFetchIndex(ClockSequence, () => current.TotalTime == 0 ? 0 : (current.TotalTime - current.RemainingTime) * (clock.CurrentSequence.Length - 1) / current.TotalTime); clock.Tick(); WidgetUtils.DrawSpriteCentered(clock.Image, worldRenderer.Palette(ClockPalette), centerPosition, 0.5f); queueCol++; } var newWidth = Math.Max(queueCol * (IconWidth + IconSpacing), MinWidth); if (newWidth != Bounds.Width) { var wasInBounds = EventBounds.Contains(Viewport.LastMousePos); Bounds.Width = newWidth; var isInBounds = EventBounds.Contains(Viewport.LastMousePos); // HACK: Ui.MouseOverWidget is normally only updated when the mouse moves // Call ResetTooltips to force a fake mouse movement so the checks in Tick will work properly if (wasInBounds != isInBounds) { Game.RunAfterTick(Ui.ResetTooltips); } } Game.Renderer.DisableAntialiasingFilter(); var tiny = Game.Renderer.Fonts["Tiny"]; var bold = Game.Renderer.Fonts["Small"]; foreach (var icon in productionIcons) { var current = icon.Queued.First(); var text = GetOverlayForItem(current, world.Timestep); tiny.DrawTextWithContrast(text, icon.Pos + new float2(16, 12) - new float2(tiny.Measure(text).X / 2, 0), Color.White, Color.Black, 1); if (icon.Queued.Count > 1) { text = icon.Queued.Count.ToString(); bold.DrawTextWithContrast(text, icon.Pos + new float2(16, 0) - new float2(bold.Measure(text).X / 2, 0), Color.White, Color.Black, 1); } } var parentWidth = Bounds.X + Bounds.Width; Parent.Bounds.Width = parentWidth; var gradient = Parent.Get <GradientColorBlockWidget>("PLAYER_GRADIENT"); var offset = gradient.Bounds.X - Bounds.X; var gradientWidth = Math.Max(MinWidth - offset, currentItemsByItem.Count * (IconWidth + IconSpacing)); gradient.Bounds.Width = gradientWidth; var widestChildWidth = Parent.Parent.Children.Max(x => x.Bounds.Width); Parent.Parent.Bounds.Width = Math.Max(25 + widestChildWidth, Bounds.Left + MinWidth); }
public override void Draw() { armyIcons.Clear(); var player = GetPlayer(); if (player == null) { return; } var playerStatistics = stats.Update(player); var items = playerStatistics.Units.Values .Where(u => u.Count > 0 && u.Icon != null) .OrderBy(u => u.ProductionQueueOrder) .ThenBy(u => u.BuildPaletteOrder); Game.Renderer.EnableAntialiasingFilter(); var queueCol = 0; foreach (var unit in items) { var icon = unit.Icon; var topLeftOffset = new int2(queueCol * (IconWidth + IconSpacing), 0); var iconTopLeft = RenderOrigin + topLeftOffset; var centerPosition = iconTopLeft; var palette = unit.IconPaletteIsPlayerPalette ? unit.IconPalette + player.InternalName : unit.IconPalette; WidgetUtils.DrawSpriteCentered(icon.Image, worldRenderer.Palette(palette), centerPosition + 0.5f * iconSize, 0.5f); armyIcons.Add(new ArmyIcon { Bounds = new Rectangle(iconTopLeft.X, iconTopLeft.Y, (int)iconSize.X, (int)iconSize.Y), Unit = unit }); queueCol++; } var newWidth = Math.Max(queueCol * (IconWidth + IconSpacing), MinWidth); if (newWidth != Bounds.Width) { var wasInBounds = EventBounds.Contains(Viewport.LastMousePos); Bounds.Width = newWidth; var isInBounds = EventBounds.Contains(Viewport.LastMousePos); // HACK: Ui.MouseOverWidget is normally only updated when the mouse moves // Call ResetTooltips to force a fake mouse movement so the checks in Tick will work properly if (wasInBounds != isInBounds) { Game.RunAfterTick(Ui.ResetTooltips); } } Game.Renderer.DisableAntialiasingFilter(); var bold = Game.Renderer.Fonts["TinyBold"]; foreach (var armyIcon in armyIcons) { var text = armyIcon.Unit.Count.ToString(); bold.DrawTextWithContrast(text, armyIcon.Bounds.Location + new float2(iconSize.X, 0) - new float2(bold.Measure(text).X, bold.TopOffset), Color.White, Color.Black, 1); } var parentWidth = Bounds.X + Bounds.Width; Parent.Bounds.Width = parentWidth; var gradient = Parent.Get <GradientColorBlockWidget>("PLAYER_GRADIENT"); var offset = gradient.Bounds.X - Bounds.X; var gradientWidth = Math.Max(MinWidth - offset, queueCol * (IconWidth + IconSpacing)); gradient.Bounds.Width = gradientWidth; var widestChildWidth = Parent.Parent.Children.Max(x => x.Bounds.Width); Parent.Parent.Bounds.Width = Math.Max(25 + widestChildWidth, Bounds.Left + MinWidth); }
public override void Draw() { supportPowerIconsIcons.Clear(); supportPowerIconsBounds.Clear(); var player = GetPlayer(); if (player == null) { return; } var powers = player.PlayerActor.Trait <SupportPowerManager>().Powers .Where(x => !x.Value.Disabled) .OrderBy(p => p.Value.Info.SupportPowerPaletteOrder) .Select((a, i) => new { a, i }) .ToList(); foreach (var power in powers) { if (!clocks.ContainsKey(power.a.Key)) { clocks.Add(power.a.Key, new Animation(world, ClockAnimation)); } } Bounds.Width = powers.Count() * (IconWidth + IconSpacing); Game.Renderer.EnableAntialiasingFilter(); var iconSize = new float2(IconWidth, IconHeight); foreach (var power in powers) { var item = power.a.Value; if (item == null || item.Info == null || item.Info.Icon == null) { continue; } icon = new Animation(worldRenderer.World, item.Info.IconImage); icon.Play(item.Info.Icon); var location = new float2(RenderBounds.Location) + new float2(power.i * (IconWidth + IconSpacing), 0); supportPowerIconsIcons.Add(new SupportPowersWidget.SupportPowerIcon { Power = item, Pos = location }); supportPowerIconsBounds.Add(new Rectangle((int)location.X, (int)location.Y, (int)iconSize.X, (int)iconSize.Y)); WidgetUtils.DrawSpriteCentered(icon.Image, worldRenderer.Palette(item.Info.IconPalette), location + 0.5f * iconSize, 0.5f); var clock = clocks[power.a.Key]; clock.PlayFetchIndex(ClockSequence, () => item.TotalTicks == 0 ? 0 : ((item.TotalTicks - item.RemainingTicks) * (clock.CurrentSequence.Length - 1) / item.TotalTicks)); clock.Tick(); WidgetUtils.DrawSpriteCentered(clock.Image, worldRenderer.Palette(ClockPalette), location + 0.5f * iconSize, 0.5f); } Game.Renderer.DisableAntialiasingFilter(); var tiny = Game.Renderer.Fonts["Tiny"]; foreach (var icon in supportPowerIconsIcons) { var text = GetOverlayForItem(icon.Power, world.Timestep); tiny.DrawTextWithContrast(text, icon.Pos + new float2(16, 12) - new float2(tiny.Measure(text).X / 2, 0), Color.White, Color.Black, 1); } }