Use TerrainSpriteLayers for editor resources.
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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public virtual object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self); }
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}
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public class EditorResourceLayer : IWorldLoaded, IRenderOverlay
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public class EditorResourceLayer : IWorldLoaded, IRenderOverlay, INotifyActorDisposing
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{
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protected readonly Map Map;
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protected readonly TileSet Tileset;
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@@ -36,6 +36,8 @@ namespace OpenRA.Mods.Common.Traits
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protected readonly CellLayer<CellContents> Tiles;
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protected readonly HashSet<CPos> Dirty = new HashSet<CPos>();
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readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
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public EditorResourceLayer(Actor self)
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{
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if (self.World.Type != WorldType.Editor)
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@@ -58,6 +60,28 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var cell in Map.AllCells)
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UpdateCell(cell);
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// Build the sprite layer dictionary for rendering resources
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// All resources that have the same palette must also share a sheet and blend mode
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foreach (var r in Resources)
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{
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var res = r;
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var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
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{
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var first = res.Value.Variants.First().Value.First();
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return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, false);
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});
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// Validate that sprites are compatible with this layer
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var sheet = layer.Sheet;
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if (res.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
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throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
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var blendMode = layer.BlendMode;
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if (res.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
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throw new InvalidDataException("Resource sprites specify different blend modes. "
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+ "Try using different palettes for resource types that use different blend modes.");
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}
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}
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public void UpdateCell(CPos cell)
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@@ -141,18 +165,39 @@ namespace OpenRA.Mods.Common.Traits
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return;
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foreach (var c in Dirty)
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{
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if (Tiles.Contains(c))
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Tiles[c] = UpdateDirtyTile(c);
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{
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var resource = UpdateDirtyTile(c);
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Tiles[c] = resource;
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foreach (var kv in spriteLayers)
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{
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// resource.Type is meaningless (and may be null) if resource.Sprite is null
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if (resource.Sprite != null && resource.Type.Palette == kv.Key)
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kv.Value.Update(c, resource.Sprite);
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else
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kv.Value.Update(c, null);
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}
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}
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}
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Dirty.Clear();
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foreach (var uv in wr.Viewport.AllVisibleCells.MapCoords)
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{
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var t = Tiles[uv];
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if (t.Sprite != null)
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new SpriteRenderable(t.Sprite, wr.World.Map.CenterOfCell(uv.ToCPos(Map)),
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WVec.Zero, -511, t.Type.Palette, 1f, true).Render(wr);
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}
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foreach (var l in spriteLayers.Values)
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l.Draw(wr.Viewport);
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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disposed = true;
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}
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}
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}
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