Save and restore viewport position / selection / control groups.
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53
OpenRA.Mods.Common/Traits/World/GameSaveViewportManager.cs
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53
OpenRA.Mods.Common/Traits/World/GameSaveViewportManager.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class GameSaveViewportManagerInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new GameSaveViewportManager(); }
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}
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public class GameSaveViewportManager : IWorldLoaded, IGameSaveTraitData
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{
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WorldRenderer worldRenderer;
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
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List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
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{
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if (worldRenderer.World.LocalPlayer == null || self != worldRenderer.World.LocalPlayer.PlayerActor)
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return null;
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return new List<MiniYamlNode>()
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{
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new MiniYamlNode("Viewport", FieldSaver.FormatValue(worldRenderer.Viewport.CenterPosition)),
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new MiniYamlNode("Selection", "", self.World.Selection.Serialize())
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};
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}
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void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
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{
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var viewportNode = data.FirstOrDefault(n => n.Key == "Viewport");
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if (viewportNode != null)
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worldRenderer.Viewport.Center(FieldLoader.GetValue<WPos>("data", viewportNode.Value.Value));
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var selectionNode = data.FirstOrDefault(n => n.Key == "Selection");
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if (selectionNode != null)
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self.World.Selection.Deserialize(self.World, selectionNode.Value.Nodes);
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}
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}
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}
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