eliminate public CursorProvider.Palettes
don't hand over the cursor palette to the world renderer at all still update worldrender palette (set and apply modifiers)
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@@ -20,7 +20,6 @@ namespace OpenRA.Graphics
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{
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{
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public static class CursorProvider
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public static class CursorProvider
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{
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{
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public static Dictionary<string, Palette> Palettes { get; private set; }
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public static HardwarePalette Palette;
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public static HardwarePalette Palette;
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static Dictionary<string, CursorSequence> cursors;
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static Dictionary<string, CursorSequence> cursors;
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@@ -36,12 +35,12 @@ namespace OpenRA.Graphics
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ShadowIndex[ShadowIndex.Length - 1] = Convert.ToInt32(sequences.NodesDict["ShadowIndex"].Value);
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ShadowIndex[ShadowIndex.Length - 1] = Convert.ToInt32(sequences.NodesDict["ShadowIndex"].Value);
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}
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}
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Palettes = new Dictionary<string, Palette>();
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var palettes = new Dictionary<string, Palette>();
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foreach (var s in sequences.NodesDict["Palettes"].Nodes)
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foreach (var s in sequences.NodesDict["Palettes"].Nodes)
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Palettes.Add(s.Key, new Palette(FileSystem.Open(s.Value.Value), ShadowIndex));
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palettes.Add(s.Key, new Palette(FileSystem.Open(s.Value.Value), ShadowIndex));
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Palette = new HardwarePalette();
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Palette = new HardwarePalette();
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foreach (var p in CursorProvider.Palettes)
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foreach (var p in palettes)
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Palette.AddPalette(p.Key, p.Value, false);
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Palette.AddPalette(p.Key, p.Value, false);
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// Generate initial palette texture
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// Generate initial palette texture
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@@ -41,12 +41,15 @@ namespace OpenRA.Graphics
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internal WorldRenderer(World world)
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internal WorldRenderer(World world)
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{
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{
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this.world = world;
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this.world = world;
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palette = CursorProvider.Palette;
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palette = new HardwarePalette();
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palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
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palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
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foreach (var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>(world))
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foreach (var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>(world))
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pal.Trait.InitPalette( this );
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pal.Trait.InitPalette( this );
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// Generate initial palette texture
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palette.Update(new IPaletteModifier[] {});
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terrainRenderer = new TerrainRenderer(world, this);
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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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shroudRenderer = new ShroudRenderer(world);
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}
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}
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