void RenderCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 position) { if (!_showCursor) { _cursorSprite?.Dispose(); _itemSprite?.Dispose(); _cursorSprite = null; _itemSprite = null; return; } var cursorTexture = assets.LoadTexture(_cursorId); if (cursorTexture == null) { return; } if (cursorTexture != _cursorSprite?.Key.Texture) { _cursorSprite?.Dispose(); var key = new SpriteKey(cursorTexture, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _cursorSprite = sm.Borrow(key, 1, this); } var instances = _cursorSprite.Access(); var size = window.UiToNormRelative(new Vector2(cursorTexture.Width, cursorTexture.Height)); instances[0] = SpriteInstanceData.TopMid(position, size, _cursorSprite, 0, 0); }
void Rebuild() { var window = Resolve <IWindowManager>(); var position = new Vector3(window.UiToNorm(_extents.X, _extents.Y), 0); var size = window.UiToNormRelative(_extents.Width, _extents.Height); var instances = _sprite.Access(); instances[0] = SpriteInstanceData.TopLeft(position, size, _sprite, 0, 0); }
void UpdateSprite(Vector3 position, Vector2 size, DrawLayer layer) { if (layer != _sprite?.Key.RenderOrder) { _sprite?.Dispose(); var sm = Resolve <ISpriteManager>(); var key = new SpriteKey(CommonColors.BorderTexture, layer, SpriteKeyFlags.NoTransform | SpriteKeyFlags.NoDepthTest); _sprite = sm.Borrow(key, 1, this); } else if (_lastPosition == position && _lastSize == size) { return; } var instances = _sprite.Access(); instances[0] = SpriteInstanceData.TopLeft(position, size, _sprite, (int)CommonColors.Palette[_color], 0); _lastPosition = position; _lastSize = size; }
void RenderHotspot(ISpriteManager sm, IWindowManager window, bool showHotspot) { if (!showHotspot) { _hotspotSprite?.Dispose(); _hotspotSprite = null; return; } var commonColors = Resolve <ICommonColors>(); if (_hotspotSprite == null) { var key = new SpriteKey(commonColors.BorderTexture, DrawLayer.MaxLayer, SpriteKeyFlags.NoTransform | SpriteKeyFlags.NoDepthTest); _hotspotSprite = sm.Borrow(key, 1, this); } var instances = _hotspotSprite.Access(); var position = new Vector3(window.PixelToNorm(Position), 0.0f); var size = window.UiToNormRelative(Vector2.One); instances[0] = SpriteInstanceData.TopLeft(position, size, _hotspotSprite, (int)commonColors.Palette[CommonColor.Yellow3], 0); }
void RenderItemInHandCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 normPosition) { var held = Resolve <IInventoryManager>().ItemInHand; var itemAmountText = GetAmountText(); if (_lastItemAmountText != itemAmountText) { var tm = Resolve <ITextManager>(); _lastItemAmountText = itemAmountText; _itemAmountSprite?.Dispose(); _itemAmountSprite = itemAmountText == null ? null : tm.BuildRenderable(new TextBlock(itemAmountText), DrawLayer.MaxLayer, null, this); } if (_cursorId != CoreSpriteId.CursorSmall) // Inventory screen, check what's being held. { _itemSprite?.Dispose(); _itemSprite = null; _itemAmountSprite?.Dispose(); _itemAmountSprite = null; return; } int subItem = 0; ITexture texture = null; switch (held.Item) { case Gold _: texture = assets.LoadTexture(CoreSpriteId.UiGold); break; case Rations _: texture = assets.LoadTexture(CoreSpriteId.UiFood); break; case ItemData item: { ItemSpriteId spriteId = (ItemSpriteId)((int)item.Icon + _frame % item.IconAnim); texture = assets.LoadTexture(spriteId); subItem = (int)spriteId; break; } } if (texture == null) { _itemSprite?.Dispose(); _itemSprite = null; return; } if (texture != _itemSprite?.Key.Texture) { _itemSprite?.Dispose(); var key = new SpriteKey(texture, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _itemSprite = sm.Borrow(key, 1, this); } var subImage = texture.GetSubImageDetails(subItem); // TODO: Quantity text var instances = _itemSprite.Access(); instances[0] = SpriteInstanceData.TopMid( normPosition + new Vector3(window.UiToNormRelative(6, 6), 0), window.UiToNormRelative(subImage.Size), subImage, 0); if (_itemAmountSprite != null) { _itemAmountSprite.Position = normPosition + new Vector3(window.UiToNormRelative(6, 18), 0); } }
void Render() { if (!_dirty) { return; } _dirty = false; var assets = Resolve <IAssetManager>(); var sm = Resolve <ISpriteManager>(); var window = Resolve <IWindowManager>(); if (window.Size.X < 1 || window.Size.Y < 1) { return; } var cursorTexture = assets.LoadTexture(_cursorId); if (cursorTexture == null) { return; } if (cursorTexture != _cursorSprite?.Key.Texture) { _cursorSprite?.Dispose(); var key = new SpriteKey(cursorTexture, DrawLayer.MaxLayer, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _cursorSprite = sm.Borrow(key, 1, this); } var instances = _cursorSprite.Access(); var position = new Vector3(window.PixelToNorm(_position), 0.0f); var size = window.UiToNormRelative(_size) / 2; instances[0] = SpriteInstanceData.TopMid(position, size, _cursorSprite, 0, 0); if (_cursorId == CoreSpriteId.CursorSmall) // Inventory screen, check what's being held. { var held = Resolve <IInventoryScreenState>().ItemInHand; int subItem = 0; ITexture texture = null; if (held is GoldInHand) { texture = assets.LoadTexture(CoreSpriteId.UiGold); } else if (held is RationsInHand) { texture = assets.LoadTexture(CoreSpriteId.UiFood); } else if (held is ItemSlot itemInHand) { var item = assets.LoadItem(itemInHand.Id); ItemSpriteId spriteId = item.Icon + _frame % item.IconAnim; texture = assets.LoadTexture(spriteId); subItem = (int)spriteId; } if (texture == null) { _itemSprite?.Dispose(); _itemSprite = null; return; } if (texture != _itemSprite?.Key.Texture) { _itemSprite?.Dispose(); var key = new SpriteKey(texture, DrawLayer.MaxLayer, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _itemSprite = sm.Borrow(key, 1, this); } texture.GetSubImageDetails(subItem, out size, out var to, out var ts, out var tl); // TODO: Quantity text instances = _itemSprite.Access(); instances[0] = SpriteInstanceData.TopMid( position + new Vector3(window.UiToNormRelative(new Vector2(6, 6)), 0), window.UiToNormRelative(size), to, ts, tl, 0); } else { _itemSprite?.Dispose(); _itemSprite = null; } }
void Update(bool updateAll = false) { var frameCount = (Resolve <IGameState>()?.TickCount ?? 0) / TicksPerFrame; if (HighlightIndex.HasValue) { int zoneNum = _mapData.ZoneLookup[HighlightIndex.Value]; _highLightEvent = zoneNum == -1 ? -1 : _mapData.Zones[zoneNum].EventNumber; if (_highLightEvent == -1) { _highLightEvent = null; } } else { _highLightEvent = null; } if (updateAll) { var underlayInstances = _underlay.Access(); var overlayInstances = _overlay.Access(); var animatedUnderlayTiles = new List <int>(); var animatedOverlayTiles = new List <int>(); int index = 0; for (int j = 0; j < _mapData.Height; j++) { for (int i = 0; i < _mapData.Width; i++) { var underlayTileId = _mapData.Underlay[index]; var underlayTile = underlayTileId == -1 ? null : _tileData.Tiles[underlayTileId]; underlayInstances[index] = BuildInstanceData(i, j, underlayTile, frameCount); if (underlayTile?.FrameCount > 1) { animatedUnderlayTiles.Add(index); } var overlayTileId = _mapData.Overlay[index]; var overlayTile = overlayTileId == -1 ? null : _tileData.Tiles[overlayTileId]; overlayInstances[index] = BuildInstanceData(i, j, overlayTile, frameCount); if (overlayTile?.FrameCount > 1) { animatedOverlayTiles.Add(index); } index++; } } _animatedUnderlayIndices = animatedUnderlayTiles.ToArray(); _animatedOverlayIndices = animatedOverlayTiles.ToArray(); } else if (frameCount != _lastFrameCount) { var underlayInstances = _underlay.Access(); foreach (var index in _animatedUnderlayIndices) { var underlayTileId = _mapData.Underlay[index]; var underlayTile = underlayTileId == -1 ? null : _tileData.Tiles[underlayTileId]; underlayInstances[index] = BuildInstanceData( index % _mapData.Width, index / _mapData.Width, underlayTile, frameCount); } var overlayInstances = _overlay.Access(); foreach (var index in _animatedOverlayIndices) { var overlayTileId = _mapData.Overlay[index]; var overlayTile = overlayTileId == -1 ? null : _tileData.Tiles[overlayTileId]; overlayInstances[index] = BuildInstanceData( index % _mapData.Width, index / _mapData.Width, overlayTile, frameCount); } } _lastFrameCount = frameCount; }