Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered by bibs, shadows, and any other widgets. In many cases this area is much larger than we really want to consider for tooltips and mouse selection. An optional Margin is added to Selectable to support cases like infantry, where we want the mouse area of the actor to be larger than the drawn selection box.
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@@ -102,7 +102,7 @@ namespace OpenRA.Graphics
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List<IFinalizedRenderable> GenerateRenderables()
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{
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var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight).Append(World.WorldActor);
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var actors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight).Append(World.WorldActor);
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if (World.RenderPlayer != null)
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actors = actors.Append(World.RenderPlayer.PlayerActor);
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@@ -114,7 +114,7 @@ namespace OpenRA.Graphics
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worldRenderables = worldRenderables.Concat(World.UnpartitionedEffects.SelectMany(e => e.Render(this)));
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// Partitioned, currently on-screen effects
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var effectRenderables = World.ScreenMap.EffectsInBox(Viewport.TopLeft, Viewport.BottomRight);
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var effectRenderables = World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight);
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worldRenderables = worldRenderables.Concat(effectRenderables.SelectMany(e => e.Render(this)));
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worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
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@@ -213,12 +213,20 @@ namespace OpenRA.Graphics
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}
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if (debugVis.Value != null && debugVis.Value.ScreenMap)
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foreach (var r in World.ScreenMap.ItemBounds(World.RenderPlayer))
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{
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foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.MediumSpringGreen);
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foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.OrangeRed);
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}
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Game.Renderer.Flush();
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}
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