Move all the fail into one place
This commit is contained in:
@@ -91,94 +91,101 @@ namespace OpenRA.Widgets
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r.Device.DisableScissor();
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r.Device.DisableScissor();
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}
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}
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public static void FillRectWithSprite(Rectangle r, Sprite s)
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{
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Game.chrome.renderer.Device.EnableScissor(r.Left, r.Top, r.Width, r.Height);
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for (var x = r.Left; x < r.Right; x += (int)s.size.X)
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for (var y = r.Top; y < r.Bottom; y += (int)s.size.Y)
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DrawRGBA(s, new float2(x, y));
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Game.chrome.rgbaRenderer.Flush();
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Game.chrome.renderer.Device.DisableScissor();
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}
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public static void DrawRightTooltip(string collection, int2 tl, int2 m, int2 br, Action a)
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public static void DrawRightTooltip(string collection, int2 tl, int2 m, int2 br, Action a)
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{
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{
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var r = Game.chrome.renderer;
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var sr = Game.chrome.rgbaRenderer;
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var images = new[] { "border-t", "border-b", "border-l", "border-r", "corner-tl", "corner-tr", "corner-bl", "corner-br", "background"};
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var images = new[] { "border-t", "border-b", "border-l", "border-r", "corner-tl", "corner-tr", "corner-bl", "corner-br", "background"};
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var ss = images.Select(i => ChromeProvider.GetImage(Game.chrome.renderer, collection, i)).ToArray();
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var ss = images.Select(i => ChromeProvider.GetImage(Game.chrome.renderer, collection, i)).ToArray();
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// Draw the background for the left part
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// Draw the background for the left part
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r.Device.EnableScissor(tl.X, tl.Y, m.X-tl.X + (int)ss[2].size.X, m.Y-tl.Y - (int)ss[1].size.Y);
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FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X,
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for (var x = tl.X + (int)ss[2].size.X; x < m.X + (int)ss[2].size.X; x += (int)ss[8].size.X)
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tl.Y + (int)ss[0].size.Y,
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for (var y = tl.Y + (int)ss[0].size.Y; y < m.Y - (int)ss[1].size.Y; y += (int)ss[8].size.Y)
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m.X + (int)ss[2].size.X - tl.X - (int)ss[2].size.X,
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DrawRGBA(ss[8], new float2(x, y));
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m.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y),
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ss[8]);
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// Left border
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for (var y = tl.Y + (int)ss[0].size.Y; y < m.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y)
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DrawRGBA(ss[2], new float2(tl.X, y));
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sr.Flush();
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r.Device.EnableScissor(tl.X, tl.Y, m.X-tl.X, m.Y-tl.Y);
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// bottom-left border
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for (var x = tl.X + (int)ss[2].size.X; x < m.X - (int)ss[2].size.X; x += (int)ss[0].size.X)
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DrawRGBA(ss[1], new float2(x, m.Y - ss[1].size.Y));
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// BL corner
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DrawRGBA(ss[6], new float2(tl.X,m.Y - (int)ss[2].size.X));
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sr.Flush();
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r.Device.EnableScissor(m.X, tl.Y, br.X - m.X - (int)ss[3].size.X, br.Y - tl.Y - (int)ss[1].size.Y);
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// Background for the right part
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// Background for the right part
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for (var x = m.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[8].size.X)
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FillRectWithSprite(new Rectangle(m.X + (int)ss[2].size.X,
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for (var y = tl.Y + (int)ss[0].size.Y; y < br.Y - (int)ss[1].size.Y; y += (int)ss[8].size.Y)
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tl.Y + (int)ss[0].size.Y,
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DrawRGBA(ss[8], new float2(x, y));
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br.X - (int)ss[3].size.X - m.X - (int)ss[2].size.X,
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br.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y),
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ss[8]);
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// Patch the hole
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FillRectWithSprite(new Rectangle(m.X,
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m.Y-(int)ss[1].size.Y,
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(int)ss[2].size.X,
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(int)ss[1].size.Y - 1),
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ss[8]);
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// Top border
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// Top border
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sr.Flush();
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FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X,
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r.Device.EnableScissor(tl.X, tl.Y, br.X - tl.X - (int)ss[3].size.X, (int)ss[0].size.Y);
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tl.Y,
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for (var x = tl.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[1].size.X)
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br.X - (int)ss[3].size.X - tl.X - (int)ss[2].size.X,
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DrawRGBA(ss[0], new float2(x, tl.Y));
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(int)ss[0].size.Y),
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ss[0]);
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// Right border
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FillRectWithSprite(new Rectangle(br.X - (int)ss[3].size.X,
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tl.Y + (int)ss[0].size.Y,
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(int)ss[3].size.X,
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br.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y),
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ss[3]);
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// Bottom border
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FillRectWithSprite(new Rectangle(m.X + (int)ss[2].size.X,
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br.Y - (int)ss[1].size.Y,
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br.X - (int)ss[3].size.X - m.X - (int)ss[2].size.X,
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(int)ss[1].size.Y),
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ss[1]);
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// Left border
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FillRectWithSprite(new Rectangle(tl.X,
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tl.Y + (int)ss[0].size.Y,
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(int)ss[2].size.X,
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m.Y - (int)ss[1].size.Y - tl.Y - (int)ss[0].size.Y),
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ss[2]);
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// Left-bottom border
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FillRectWithSprite(new Rectangle(tl.X + (int)ss[2].size.X,
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m.Y - (int)ss[1].size.Y,
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m.X - (int)ss[2].size.X - tl.X,
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(int)ss[1].size.Y),
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ss[1]);
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// Bottom-left border
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FillRectWithSprite(new Rectangle(m.X,
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m.Y - 1,
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(int)ss[2].size.X,
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br.Y - (int)ss[1].size.Y - m.Y + 1),
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ss[2]);
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// TL corner
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// TL corner
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DrawRGBA(ss[4], new float2(tl.X,tl.Y));
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DrawRGBA(ss[4], new float2(tl.X,tl.Y));
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sr.Flush();
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r.Device.EnableScissor(br.X - (int)ss[3].size.X, tl.Y, (int)ss[3].size.X, br.Y - tl.Y - (int)ss[1].size.Y);
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// Right border
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for (var y = tl.Y + (int)ss[0].size.Y; y < br.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y)
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DrawRGBA(ss[3], new float2(br.X - (int)ss[3].size.X, y));
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// TR corner
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// TR corner
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DrawRGBA(ss[5], new float2(br.X- (int)ss[3].size.X,tl.Y));
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DrawRGBA(ss[5], new float2(br.X- (int)ss[3].size.X,tl.Y));
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// Bottom border
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// LBL corner
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sr.Flush();
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DrawRGBA(ss[6], new float2(tl.X,m.Y - (int)ss[2].size.X));
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r.Device.EnableScissor(m.X, br.Y - (int)ss[1].size.Y, br.X - m.X - (int)ss[3].size.X,(int)ss[1].size.Y);
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for (var x = m.X + (int)ss[2].size.X; x < br.X - (int)ss[3].size.X; x += (int)ss[1].size.X)
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DrawRGBA(ss[1], new float2(x, br.Y - (int)ss[1].size.Y));
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// BR corner
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// RBL corner
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sr.Flush();
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r.Device.DisableScissor();
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DrawRGBA(ss[7], new float2(br.X - (int)ss[7].size.X, br.Y - (int)ss[7].size.Y));
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// Left border
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sr.Flush();
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r.Device.EnableScissor(m.X, m.Y-1, (int)ss[2].size.X, br.Y - m.Y - (int)ss[1].size.Y+1);
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for (var y = m.Y-1; y < br.Y - (int)ss[1].size.Y; y += (int)ss[2].size.Y)
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DrawRGBA(ss[2], new float2(m.X, y));
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// BL corner
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sr.Flush();
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r.Device.DisableScissor();
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DrawRGBA(ss[6], new float2(m.X,br.Y - (int)ss[7].size.Y));
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DrawRGBA(ss[6], new float2(m.X,br.Y - (int)ss[7].size.Y));
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// Patch the hole
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// BR corner
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sr.Flush();
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DrawRGBA(ss[7], new float2(br.X - (int)ss[7].size.X, br.Y - (int)ss[7].size.Y));
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r.Device.EnableScissor(m.X, m.Y-(int)ss[1].size.Y, (int)ss[2].size.X, (int)ss[1].size.Y-1);
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for (var x = m.X; x < m.X + (int)ss[2].size.X; x += (int)ss[8].size.X)
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for (var y = m.Y-(int)ss[1].size.Y; y < m.Y-1; y += (int)ss[8].size.Y)
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DrawRGBA(ss[8], new float2(x, y));
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Game.chrome.rgbaRenderer.Flush();
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if (a != null) a();
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if (a != null) a();
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sr.Flush(); // because the scissor is changing
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r.Device.DisableScissor();
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}
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}
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}
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}
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}
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}
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