Use RgbaColorRenderer in PerfGraphWidget.
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@@ -19,30 +19,37 @@ namespace OpenRA.Mods.Common.Widgets
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{
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{
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public override void Draw()
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public override void Draw()
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{
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{
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var cr = Game.Renderer.RgbaColorRenderer;
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var rect = RenderBounds;
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var rect = RenderBounds;
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var origin = new float2(rect.Right, rect.Bottom);
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var origin = new float2(rect.Right, rect.Bottom);
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var basis = new float2(-rect.Width / 100, -rect.Height / 100);
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var basis = new float2(-rect.Width / 100, -rect.Height / 100);
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Game.Renderer.LineRenderer.DrawLine(origin, origin + new float2(100, 0) * basis, Color.White);
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cr.DrawLine(new[]
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Game.Renderer.LineRenderer.DrawLine(origin + new float2(100, 0) * basis, origin + new float2(100, 100) * basis, Color.White);
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{
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new float2(rect.Left, rect.Top),
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new float2(rect.Left, rect.Bottom),
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new float2(rect.Right, rect.Bottom)
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}, 1, Color.White);
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cr.DrawLine(origin + new float2(100, 0) * basis, origin + new float2(100, 100) * basis, 1, Color.White);
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var k = 0;
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var k = 0;
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foreach (var item in PerfHistory.Items.Values)
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foreach (var item in PerfHistory.Items.Values)
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{
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{
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Game.Renderer.LineRenderer.DrawLineStrip(
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cr.DrawLine(item.Samples()
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item.Samples().Select((sample, i) => origin + new float2(i, (float)sample) * basis), item.C);
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.Select((sample, i) => origin + new float2(i, (float)sample) * basis).ToArray(),
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1, item.C);
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var u = new float2(rect.Left, rect.Top);
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var u = new float2(rect.Left, rect.Top);
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Game.Renderer.LineRenderer.DrawLine(
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cr.DrawLine(
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u + new float2(10, 10 * k + 5),
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u + new float2(10, 10 * k + 5),
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u + new float2(12, 10 * k + 5),
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u + new float2(12, 10 * k + 5),
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item.C);
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1, item.C);
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cr.DrawLine(
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Game.Renderer.LineRenderer.DrawLine(
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u + new float2(10, 10 * k + 4),
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u + new float2(10, 10 * k + 4),
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u + new float2(12, 10 * k + 4),
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u + new float2(12, 10 * k + 4),
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item.C);
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1, item.C);
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++k;
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++k;
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}
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}
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