Move more viewport lookups to WorldRenderer.
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@@ -161,7 +161,7 @@ namespace OpenRA.Graphics
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GenerateSprites(shroud);
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var clipRect = Game.viewport.WorldBounds(wr.world);
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var clipRect = wr.Viewport.WorldBounds(wr.world);
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// We draw the shroud when disabled to hide the sharp map edges
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DrawShroud(wr, clipRect, sprites, shroudPalette);
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@@ -46,7 +46,7 @@ namespace OpenRA.Graphics
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public void BeforeRender(WorldRenderer wr) {}
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public void Render(WorldRenderer wr)
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{
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var screenPos = Game.viewport.Zoom*(wr.ScreenPosition(pos) - Game.viewport.Location) - 0.5f*font.Measure(text).ToFloat2();
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var screenPos = wr.Viewport.Zoom*(wr.ScreenPosition(pos) - wr.Viewport.Location) - 0.5f*font.Measure(text).ToFloat2();
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var screenPxPos = new float2((float)Math.Round(screenPos.X), (float)Math.Round(screenPos.Y));
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font.DrawTextWithContrast(text, screenPxPos, color, Color.Black, 1);
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}
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@@ -75,9 +75,9 @@ namespace OpenRA.Graphics
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List<IRenderable> GenerateRenderables()
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{
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var comparer = new RenderableComparer(this);
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var vb = Game.viewport.ViewBounds(world);
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var tl = Game.viewport.ViewToWorldPx(new int2(vb.Left, vb.Top));
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var br = Game.viewport.ViewToWorldPx(new int2(vb.Right, vb.Bottom));
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var vb = Viewport.ViewBounds(world);
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var tl = Viewport.ViewToWorldPx(new int2(vb.Left, vb.Top));
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var br = Viewport.ViewToWorldPx(new int2(vb.Right, vb.Bottom));
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var actors = world.ScreenMap.ActorsInBox(tl, br)
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.Append(world.WorldActor)
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.ToList();
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@@ -116,10 +116,10 @@ namespace OpenRA.Graphics
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return;
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var renderables = GenerateRenderables();
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var bounds = Game.viewport.ViewBounds(world);
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var bounds = Viewport.ViewBounds(world);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(this, Game.viewport);
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terrainRenderer.Draw(this, Viewport);
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Game.Renderer.Flush();
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for (var i = 0; i < renderables.Count; i++)
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