RangeVisualization component and use it to visualize Aura ranges.

Differential Revision: https://code.wildfiregames.com/D238
Fixes #4349
Patch By: Sandarac
This was SVN commit r19519.
This commit is contained in:
elexis 2017-05-06 00:47:21 +00:00
parent f4ff462449
commit ee5bb1fd61
15 changed files with 305 additions and 83 deletions

View File

@ -164,6 +164,7 @@ timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
session.showstatusbars = Tab ; Toggle display of status bars
session.highlightguarding = PgDn ; Toggle highlight of guarding units
session.highlightguarded = PgUp ; Toggle highlight of guarded units
session.toggleaurarange = "Alt+V" ; Toggle rendering of aura range overlays of selected units and structures
; > HOTKEYS ONLY
chat = Return ; Toggle chat window
@ -336,6 +337,7 @@ enabletips = true ; Enable/Disable tips during gamesetup (for ne
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
timeelapsedcounter = false ; Show the game duration in the top right corner
batchtrainingsize = 5 ; Number of units to be trained per batch (when pressing the hotkey)
aurarange = true
[gui.session.minimap]
blinkduration = 1.7 ; The blink duration while pinging

View File

@ -108,6 +108,7 @@ Alt + D: Show/hide developer overlay (with developer options)
Alt + W: Toggle wireframe mode (press once to get wireframes overlaid over the textured models, twice to get just the wireframes colored by the textures, thrice to get back to normal textured mode)
Alt + S: Toggle unit silhouettes (might give a small performance boost)
Alt + Z: Toggle sky
Alt + V: Toggle aura range visualizations of selected units and structures
[font="sans-bold-14"]Camera manipulation
[font="sans-14"]W or \[up]: Pan screen up

View File

@ -215,6 +215,12 @@
"label": "FPS throttling in games",
"tooltip": "To save CPU workload, throttle render frequency in running games. Set to maximum to disable throttling.",
"parameters": { "config": "adaptivefps.session", "min": 20, "max": 100 }
},
{
"type": "boolean",
"label": "Aura Range Visualization",
"tooltip": "Display the range of auras of selected units and structures (can also be toggled in-game with the hotkey).",
"parameters": { "config": "gui.session.aurarange" }
}
],
"soundSetting":

View File

@ -96,4 +96,8 @@
<action on="Press">clearSelection();</action>
</object>
<object hotkey="session.toggleaurarange">
<action on="Press">toggleRangeOverlay("Aura");</action>
</object>
</object>

View File

@ -792,6 +792,11 @@ function onSimulationUpdate()
handleNotifications();
updateGUIObjects();
Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", {
"type": "Aura",
"enabled": Engine.ConfigDB_GetValue("user", "gui.session.aurarange") == "true"
});
if (g_ConfirmExit)
confirmExit();
}
@ -1250,6 +1255,32 @@ function recalculateStatusBarDisplay(remove = false)
});
}
/**
* Toggles the display of range overlays of selected entities for the given range type.
* @param {string} type - for example "Aura"
*/
function toggleRangeOverlay(type, currentValue)
{
let configString = "gui.session." + type.toLowerCase() + "range";
let enabled = Engine.ConfigDB_GetValue("user", configString) != "true";
Engine.ConfigDB_CreateValue("user", configString, String(enabled));
Engine.ConfigDB_WriteValueToFile("user", configString, String(enabled), "config/user.cfg");
Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", {
"type": type,
"enabled": enabled
});
let selected = g_Selection.toList();
for (let ent in g_Selection.highlighted)
selected.push(g_Selection.highlighted[ent]);
Engine.GuiInterfaceCall("SetRangeOverlays", {
"entities": selected,
"enabled": enabled
});
}
// Update the additional list of entities to be highlighted.
function updateAdditionalHighlight()
{

View File

@ -63,6 +63,29 @@ Auras.prototype.GetRange = function(name)
return undefined;
};
/**
* Return the names of any range auras - used to render their ranges.
*/
Auras.prototype.GetVisualAuraRangeNames = function()
{
return this.GetAuraNames().filter(auraName => this.IsRangeAura(auraName));
};
Auras.prototype.GetLineTexture = function(name)
{
return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineTexture : "outline_border.png";
};
Auras.prototype.GetLineTextureMask = function(name)
{
return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineTextureMask : "outline_border_mask.png";
};
Auras.prototype.GetLineThickness = function(name)
{
return this.auras[name].rangeOverlay ? this.auras[name].rangeOverlay.lineThickness : 0.2;
};
Auras.prototype.GetClasses = function(name)
{
return this.auras[name].affects;

View File

@ -33,6 +33,7 @@ GuiInterface.prototype.Init = function()
this.timeNotifications = [];
this.entsRallyPointsDisplayed = [];
this.entsWithAuraAndStatusBars = new Set();
this.enabledVisualRangeOverlayTypes = {};
};
/*
@ -895,9 +896,20 @@ GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
}
cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected);
let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization);
if (!cmpRangeVisualization || player != owner && player != -1)
continue;
cmpRangeVisualization.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes);
}
};
GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data)
{
this.enabledVisualRangeOverlayTypes[data.type] = data.enabled;
};
GuiInterface.prototype.GetEntitiesWithStatusBars = function()
{
return [...this.entsWithAuraAndStatusBars];
@ -938,6 +950,16 @@ GuiInterface.prototype.SetStatusBars = function(player, cmd)
}
};
GuiInterface.prototype.SetRangeOverlays = function(player, cmd)
{
for (let ent of cmd.entities)
{
let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization);
if (cmpRangeVisualization)
cmpRangeVisualization.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes);
}
};
GuiInterface.prototype.GetPlayerEntities = function(player)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player);
@ -2017,6 +2039,8 @@ let exposedFunctions = {
"SetObstructionDebugOverlay": 1,
"SetMotionDebugOverlay": 1,
"SetRangeDebugOverlay": 1,
"EnableVisualRangeOverlayType": 1,
"SetRangeOverlays": 1,
"GetTraderNumber": 1,
"GetTradingGoods": 1,

View File

@ -0,0 +1,78 @@
function RangeVisualization() {}
RangeVisualization.prototype.Schema = "<empty/>";
RangeVisualization.prototype.Init = function()
{
this.enabled = false;
this.enabledRangeTypes = {
"Aura": false
};
this.rangeVisualizations = new Map();
for (let type in this.enabledRangeTypes)
this["GetVisual" + type + "Ranges"](type);
};
// The GUI enables visualizations
RangeVisualization.prototype.Serialize = null;
RangeVisualization.prototype.Deserialize = function(data)
{
this.Init();
};
RangeVisualization.prototype.GetVisualAuraRanges = function(type)
{
let cmpAuras = Engine.QueryInterface(this.entity, IID_Auras);
if (!cmpAuras)
return;
this.rangeVisualizations.set(type, []);
for (let auraName of cmpAuras.GetVisualAuraRangeNames())
this.rangeVisualizations.get(type).push({
"radius": cmpAuras.GetRange(auraName),
"texture": cmpAuras.GetLineTexture(auraName),
"textureMask": cmpAuras.GetLineTextureMask(auraName),
"thickness": cmpAuras.GetLineThickness(auraName),
});
};
RangeVisualization.prototype.SetEnabled = function(enabled, enabledRangeTypes)
{
this.enabled = enabled;
this.enabledRangeTypes = enabledRangeTypes;
this.RegenerateRangeVisualizations();
};
RangeVisualization.prototype.RegenerateRangeVisualizations = function()
{
let cmpSelectable = Engine.QueryInterface(this.entity, IID_Selectable);
if (!cmpSelectable)
return;
cmpSelectable.ResetRangeOverlays();
if (!this.enabled)
return;
// Only render individual range types that have been enabled
for (let rangeOverlayType of this.rangeVisualizations.keys())
if (this.enabledRangeTypes[rangeOverlayType])
for (let rangeOverlay of this.rangeVisualizations.get(rangeOverlayType))
cmpSelectable.AddRangeOverlay(
rangeOverlay.radius,
rangeOverlay.texture,
rangeOverlay.textureMask,
rangeOverlay.thickness);
};
RangeVisualization.prototype.OnOwnershipChanged = function(msg)
{
if (this.enabled && msg.to != -1)
this.RegenerateRangeVisualizations();
};
Engine.RegisterComponentType(IID_RangeVisualization, "RangeVisualization", RangeVisualization);

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@ -0,0 +1 @@
Engine.RegisterInterface("RangeVisualization");

View File

@ -8,5 +8,10 @@
],
"auraName": "Inspiration Aura",
"auraDescription": "Nearby citizen soldiers work 10% faster.",
"overlayIcon": "art/textures/ui/session/auras/buildgather_bonus.png"
"overlayIcon": "art/textures/ui/session/auras/buildgather_bonus.png",
"rangeOverlay" : {
"lineTexture": "outline_border.png",
"lineTextureMask": "outline_border_mask.png",
"lineThickness": 0.075
}
}

View File

@ -101,6 +101,7 @@
<LineEndCap>round</LineEndCap>
<LinePassabilityClass>default</LinePassabilityClass>
</RallyPointRenderer>
<RangeVisualization/>
<Repairable>
<RepairTimeRatio>2.0</RepairTimeRatio>
</Repairable>

View File

@ -65,6 +65,7 @@
<DisableBlockPathfinding>false</DisableBlockPathfinding>
</Obstruction>
<OverlayRenderer/>
<RangeVisualization/>
<ResourceGatherer>
<MaxDistance>2.0</MaxDistance>
<BaseSpeed>1.0</BaseSpeed>

View File

@ -64,7 +64,7 @@ public:
CCmpSelectable()
: m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL),
m_BuildingOverlay(NULL), m_UnitOverlay(NULL),
m_BuildingOverlay(NULL), m_UnitOverlay(NULL), m_RangeOverlayData(),
m_FadeBaselineAlpha(0.f), m_FadeDeltaAlpha(0.f), m_FadeProgress(0.f),
m_Selected(false), m_Cached(false), m_Visible(false)
{
@ -77,6 +77,8 @@ public:
delete m_DebugSelectionBoxOverlay;
delete m_BuildingOverlay;
delete m_UnitOverlay;
for (RangeOverlayData& rangeOverlay : m_RangeOverlayData)
delete rangeOverlay.second;
}
static std::string GetSchema()
@ -126,23 +128,21 @@ public:
const CParamNode& textureNode = paramNode.GetChild("Overlay").GetChild("Texture");
const CParamNode& outlineNode = paramNode.GetChild("Overlay").GetChild("Outline");
const char* textureBasePath = "art/textures/selection/";
// Save some memory by using interned file paths in these descriptors (almost all actors and
// entities have this component, and many use the same textures).
if (textureNode.IsOk())
{
// textured quad mode (dynamic, for units)
m_OverlayDescriptor.m_Type = ICmpSelectable::DYNAMIC_QUAD;
m_OverlayDescriptor.m_QuadTexture = CStrIntern(textureBasePath + textureNode.GetChild("MainTexture").ToUTF8());
m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(textureBasePath + textureNode.GetChild("MainTextureMask").ToUTF8());
m_OverlayDescriptor.m_QuadTexture = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTexture").ToUTF8());
m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(TEXTUREBASEPATH + textureNode.GetChild("MainTextureMask").ToUTF8());
}
else if (outlineNode.IsOk())
{
// textured outline mode (static, for buildings)
m_OverlayDescriptor.m_Type = ICmpSelectable::STATIC_OUTLINE;
m_OverlayDescriptor.m_LineTexture = CStrIntern(textureBasePath + outlineNode.GetChild("LineTexture").ToUTF8());
m_OverlayDescriptor.m_LineTextureMask = CStrIntern(textureBasePath + outlineNode.GetChild("LineTextureMask").ToUTF8());
m_OverlayDescriptor.m_LineTexture = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTexture").ToUTF8());
m_OverlayDescriptor.m_LineTextureMask = CStrIntern(TEXTUREBASEPATH + outlineNode.GetChild("LineTextureMask").ToUTF8());
m_OverlayDescriptor.m_LineThickness = outlineNode.GetChild("LineThickness").ToFloat();
}
@ -193,6 +193,22 @@ public:
SetSelectionHighlightAlpha(color.a);
}
virtual void AddRangeOverlay(float radius, const std::string& texture, const std::string& textureMask, float thickness)
{
if (!CRenderer::IsInitialised())
return;
SOverlayDescriptor rangeOverlayDescriptor;
SOverlayTexturedLine* rangeOverlay = nullptr;
rangeOverlayDescriptor.m_Radius = radius;
rangeOverlayDescriptor.m_LineTexture = CStrIntern(TEXTUREBASEPATH + texture);
rangeOverlayDescriptor.m_LineTextureMask = CStrIntern(TEXTUREBASEPATH + textureMask);
rangeOverlayDescriptor.m_LineThickness = thickness;
m_RangeOverlayData.push_back({rangeOverlayDescriptor, rangeOverlay});
}
virtual void SetSelectionHighlightAlpha(float alpha)
{
alpha = std::max(m_AlphaMin, alpha);
@ -219,11 +235,9 @@ public:
void RenderSubmit(SceneCollector& collector);
/**
* Called from RenderSubmit if using a static outline; responsible for ensuring that the static overlay
* is up-to-date before it is rendered. Has no effect unless the static overlay is explicitly marked as
* invalid first (see InvalidateStaticOverlay).
* Draw a textured line overlay. The selection overlays for structures are based solely on footprint shape.
*/
void UpdateStaticOverlay();
void UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset, bool buildingOverlay);
/**
* Called from the interpolation handler; responsible for ensuring the dynamic overlay (provided we're
@ -244,11 +258,20 @@ public:
*/
void UpdateMessageSubscriptions();
/**
* Delete all range overlays.
*/
void ResetRangeOverlays();
private:
SOverlayDescriptor m_OverlayDescriptor;
SOverlayTexturedLine* m_BuildingOverlay;
SOverlayQuad* m_UnitOverlay;
// Holds the data for all range overlays
typedef std::pair<SOverlayDescriptor, SOverlayTexturedLine*> RangeOverlayData;
std::vector<RangeOverlayData> m_RangeOverlayData;
SOverlayLine* m_DebugBoundingBoxOverlay;
SOverlayLine* m_DebugSelectionBoxOverlay;
@ -279,9 +302,11 @@ private:
/// Total duration of a single fade, in seconds. Assumed constant for now; feel free to change this into
/// a member variable if you need to adjust it per component.
static const double FADE_DURATION;
static const char* TEXTUREBASEPATH;
};
const double CCmpSelectable::FADE_DURATION = 0.3;
const char* CCmpSelectable::TEXTUREBASEPATH = "art/textures/selection/";
void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
{
@ -314,8 +339,17 @@ void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
// update dynamic overlay only when visible
if (m_Color.a > 0)
{
UpdateDynamicOverlay(msgData.offset);
for (RangeOverlayData& rangeOverlay : m_RangeOverlayData)
{
delete rangeOverlay.second;
rangeOverlay.second = new SOverlayTexturedLine;
UpdateTexturedLineOverlay(&rangeOverlay.first, *rangeOverlay.second, msgData.offset, false);
}
}
UpdateMessageSubscriptions();
break;
@ -373,6 +407,15 @@ void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
}
}
void CCmpSelectable::ResetRangeOverlays()
{
for (RangeOverlayData& rangeOverlay : m_RangeOverlayData)
delete rangeOverlay.second;
m_RangeOverlayData.clear();
UpdateMessageSubscriptions();
}
void CCmpSelectable::UpdateMessageSubscriptions()
{
bool needInterpolate = false;
@ -402,15 +445,8 @@ void CCmpSelectable::InvalidateStaticOverlay()
SAFE_DELETE(m_BuildingOverlay);
}
void CCmpSelectable::UpdateStaticOverlay()
void CCmpSelectable::UpdateTexturedLineOverlay(const SOverlayDescriptor* overlayDescriptor, SOverlayTexturedLine& overlay, float frameOffset, bool buildingOverlay)
{
// Static overlays are allocated once and not updated until they are explicitly deleted again
// (see InvalidateStaticOverlay). Since they are expected to change rarely (if ever) during
// normal gameplay, this saves us doing all the work below on each frame.
if (m_BuildingOverlay || m_OverlayDescriptor.m_Type != STATIC_OUTLINE)
return;
if (!CRenderer::IsInitialised())
return;
@ -419,84 +455,69 @@ void CCmpSelectable::UpdateStaticOverlay()
if (!cmpFootprint || !cmpPosition || !cmpPosition->IsInWorld())
return;
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (!cmpTerrain)
return; // should never happen
// grab position/footprint data
CFixedVector2D position = cmpPosition->GetPosition2D();
CFixedVector3D rotation = cmpPosition->GetRotation();
ICmpFootprint::EShape fpShape;
entity_pos_t fpSize0_fixed, fpSize1_fixed, fpHeight_fixed;
cmpFootprint->GetShape(fpShape, fpSize0_fixed, fpSize1_fixed, fpHeight_fixed);
CTextureProperties texturePropsBase(m_OverlayDescriptor.m_LineTexture.c_str());
float rotY;
CVector2D origin;
cmpPosition->GetInterpolatedPosition2D(frameOffset, origin.X, origin.Y, rotY);
CFixedVector3D rotation = cmpPosition->GetRotation();
CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str());
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsBase.SetMaxAnisotropy(4.f);
CTextureProperties texturePropsMask(m_OverlayDescriptor.m_LineTextureMask.c_str());
CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str());
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsMask.SetMaxAnisotropy(4.f);
// -------------------------------------------------------------------------------------
overlay.m_AlwaysVisible = false;
overlay.m_Closed = true;
overlay.m_SimContext = &GetSimContext();
overlay.m_Thickness = overlayDescriptor->m_LineThickness;
overlay.m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
overlay.m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
overlay.m_Color = m_Color;
m_BuildingOverlay = new SOverlayTexturedLine;
m_BuildingOverlay->m_AlwaysVisible = false;
m_BuildingOverlay->m_Closed = true;
m_BuildingOverlay->m_SimContext = &GetSimContext();
m_BuildingOverlay->m_Thickness = m_OverlayDescriptor.m_LineThickness;
m_BuildingOverlay->m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
m_BuildingOverlay->m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
CVector2D origin(position.X.ToFloat(), position.Y.ToFloat());
switch (fpShape)
if (buildingOverlay && fpShape == ICmpFootprint::SQUARE)
{
case ICmpFootprint::SQUARE:
float s = sinf(-rotation.Y.ToFloat());
float c = cosf(-rotation.Y.ToFloat());
CVector2D unitX(c, s);
CVector2D unitZ(-s, c);
// Add half the line thickness to the radius so that we get an 'outside' stroke of the footprint shape
const float halfSizeX = fpSize0_fixed.ToFloat() / 2.f + overlay.m_Thickness / 2.f;
const float halfSizeZ = fpSize1_fixed.ToFloat() / 2.f + overlay.m_Thickness / 2.f;
std::vector<CVector2D> points;
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * (-halfSizeZ)));
points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * (-halfSizeZ)));
points.push_back(CVector2D(origin + unitX * (-halfSizeX) + unitZ * halfSizeZ));
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * halfSizeZ));
SimRender::SubdividePoints(points, TERRAIN_TILE_SIZE / 3.f, overlay.m_Closed);
overlay.PushCoords(points);
}
else
{
const float radius = (buildingOverlay ? fpSize0_fixed.ToFloat() : overlayDescriptor->m_Radius) + overlay.m_Thickness / 3.f;
float stepAngle;
unsigned numSteps;
SimRender::AngularStepFromChordLen(TERRAIN_TILE_SIZE / 3.f, radius, stepAngle, numSteps);
for (unsigned i = 0; i < numSteps; ++i)
{
float s = sinf(-rotation.Y.ToFloat());
float c = cosf(-rotation.Y.ToFloat());
CVector2D unitX(c, s);
CVector2D unitZ(-s, c);
float angle = i * stepAngle;
float px = origin.X + radius * sinf(angle);
float pz = origin.Y + radius * cosf(angle);
// add half the line thickness to the radius so that we get an 'outside' stroke of the footprint shape
const float halfSizeX = fpSize0_fixed.ToFloat()/2.f + m_BuildingOverlay->m_Thickness/2.f;
const float halfSizeZ = fpSize1_fixed.ToFloat()/2.f + m_BuildingOverlay->m_Thickness/2.f;
std::vector<CVector2D> points;
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ *(-halfSizeZ)));
points.push_back(CVector2D(origin + unitX *(-halfSizeX) + unitZ *(-halfSizeZ)));
points.push_back(CVector2D(origin + unitX *(-halfSizeX) + unitZ * halfSizeZ));
points.push_back(CVector2D(origin + unitX * halfSizeX + unitZ * halfSizeZ));
SimRender::SubdividePoints(points, TERRAIN_TILE_SIZE/3.f, m_BuildingOverlay->m_Closed);
m_BuildingOverlay->PushCoords(points);
overlay.PushCoords(px, pz);
}
break;
case ICmpFootprint::CIRCLE:
{
const float radius = fpSize0_fixed.ToFloat() + m_BuildingOverlay->m_Thickness/3.f;
if (radius > 0) // prevent catastrophic failure
{
float stepAngle;
unsigned numSteps;
SimRender::AngularStepFromChordLen(TERRAIN_TILE_SIZE/3.f, radius, stepAngle, numSteps);
for (unsigned i = 0; i < numSteps; i++) // '<' is sufficient because the line is closed automatically
{
float angle = i * stepAngle;
float px = origin.X + radius * sinf(angle);
float pz = origin.Y + radius * cosf(angle);
m_BuildingOverlay->PushCoords(px, pz);
}
}
}
break;
}
ENSURE(m_BuildingOverlay);
ENSURE(overlay.m_TextureBase);
}
void CCmpSelectable::UpdateDynamicOverlay(float frameOffset)
@ -625,7 +646,14 @@ void CCmpSelectable::RenderSubmit(SceneCollector& collector)
{
case STATIC_OUTLINE:
{
UpdateStaticOverlay();
if (!m_BuildingOverlay)
{
// Static overlays are allocated once and not updated until they are explicitly deleted again
// (see InvalidateStaticOverlay). Since they are expected to change rarely (if ever) during
// normal gameplay, this saves us doing all the work below on each frame.
m_BuildingOverlay = new SOverlayTexturedLine;
UpdateTexturedLineOverlay(&m_OverlayDescriptor, *m_BuildingOverlay, 0, true);
}
m_BuildingOverlay->m_Color = m_Color; // done separately so alpha changes don't require a full update call
collector.Submit(m_BuildingOverlay);
}
@ -639,6 +667,10 @@ void CCmpSelectable::RenderSubmit(SceneCollector& collector)
default:
break;
}
for (const RangeOverlayData& rangeOverlay : m_RangeOverlayData)
if (rangeOverlay.second)
collector.Submit(rangeOverlay.second);
}
// Render bounding box debug overlays if we have a positive target alpha value. This ensures

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -25,6 +25,8 @@
BEGIN_INTERFACE_WRAPPER(Selectable)
DEFINE_INTERFACE_METHOD_2("SetSelectionHighlight", void, ICmpSelectable, SetSelectionHighlight, CColor, bool)
DEFINE_INTERFACE_METHOD_4("AddRangeOverlay", void, ICmpSelectable, AddRangeOverlay, float, std::string, std::string, float)
DEFINE_INTERFACE_METHOD_0("ResetRangeOverlays", void, ICmpSelectable, ResetRangeOverlays)
END_INTERFACE_WRAPPER(Selectable)
bool ICmpSelectable::ms_EnableDebugOverlays = false;

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@ -43,6 +43,7 @@ public:
CStrIntern m_LineTexture;
CStrIntern m_LineTextureMask;
float m_LineThickness;
int m_Radius;
SOverlayDescriptor() : m_LineThickness(0) { }
};
@ -60,6 +61,16 @@ public:
*/
virtual void SetSelectionHighlight(const CColor& color, bool selected) = 0;
/**
* Add a range overlay to this entity, for example for an aura or attack.
*/
virtual void AddRangeOverlay(float radius, const std::string& texture, const std::string& textureMask, float thickness) = 0;
/**
* Delete all range overlays.
*/
virtual void ResetRangeOverlays() = 0;
/**
* Enables or disables rendering of an entity's selectable.
* @param visible Whether the selectable should be visible.