Spatially partition some actor overlays
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@@ -100,9 +100,9 @@ namespace OpenRA.Graphics
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palettes[name].Palette = pal;
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}
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List<IFinalizedRenderable> GenerateRenderables()
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List<IFinalizedRenderable> GenerateRenderables(IEnumerable<Actor> actorsInBox)
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{
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var actors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight).Append(World.WorldActor);
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var actors = actorsInBox.Append(World.WorldActor);
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if (World.RenderPlayer != null)
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actors = actors.Append(World.RenderPlayer.PlayerActor);
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@@ -126,13 +126,15 @@ namespace OpenRA.Graphics
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return renderables;
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}
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List<IFinalizedRenderable> GenerateOverlayRenderables()
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List<IFinalizedRenderable> GenerateOverlayRenderables(IEnumerable<Actor> actorsInBox)
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{
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var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>().Where(a => a.Actor.IsInWorld && !a.Actor.Disposed)
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.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
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var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>()
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.Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || actorsInBox.Contains(a.Actor)))
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.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
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var aboveShroudSelected = World.Selection.Actors.Where(a => !a.Disposed)
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var aboveShroudSelected = World.Selection.Actors.Where(a => a.IsInWorld && !a.Disposed)
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.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
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.Where(t => !t.SpatiallyPartitionable || actorsInBox.Contains(a))
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.SelectMany(t => t.RenderAboveShroud(a, this)));
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var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
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@@ -169,7 +171,8 @@ namespace OpenRA.Graphics
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RefreshPalette();
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var renderables = GenerateRenderables();
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var onScreenActors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight);
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var renderables = GenerateRenderables(onScreenActors);
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var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
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Game.Renderer.EnableScissor(bounds);
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@@ -202,7 +205,7 @@ namespace OpenRA.Graphics
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Game.Renderer.DisableScissor();
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var finalOverlayRenderables = GenerateOverlayRenderables();
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var finalOverlayRenderables = GenerateOverlayRenderables(onScreenActors);
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// HACK: Keep old grouping behaviour
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var groupedOverlayRenderables = finalOverlayRenderables.GroupBy(prs => prs.GetType());
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@@ -322,8 +322,18 @@ namespace OpenRA.Traits
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public interface IRenderAboveWorld { void RenderAboveWorld(Actor self, WorldRenderer wr); }
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public interface IRenderShroud { void RenderShroud(Shroud shroud, WorldRenderer wr); }
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public interface IRenderAboveShroud { IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr); }
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public interface IRenderAboveShroudWhenSelected { IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr); }
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public interface IRenderAboveShroud
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{
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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public interface IRenderAboveShroudWhenSelected
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{
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
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bool SpatiallyPartitionable { get; }
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}
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public interface ITargetableInfo : ITraitInfoInterface
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{
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