Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing)
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@@ -8,25 +8,28 @@ using OpenRa.Game.Traits;
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namespace OpenRa.Game.Graphics
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{
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class WorldRenderer
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{
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{
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public readonly TerrainRenderer terrainRenderer;
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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public readonly UiOverlay uiOverlay;
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readonly Renderer renderer;
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public static bool ShowUnitPaths = false;
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public WorldRenderer(Renderer renderer)
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{
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{
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terrainRenderer = new TerrainRenderer( renderer, Game.map );
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// TODO: this is layout policy. it belongs at a higher level than this.
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region = Region.Create(Game.viewport, DockStyle.Left,
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region = Region.Create(Game.viewport, DockStyle.Left,
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Game.viewport.Width - 128, Draw,
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Game.controller.HandleMouseInput);
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Game.viewport.AddRegion(region);
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this.renderer = renderer;
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Game.viewport.AddRegion(region);
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this.renderer = renderer;
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer);
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@@ -52,7 +55,9 @@ namespace OpenRa.Game.Graphics
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}
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public void Draw()
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{
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{
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terrainRenderer.Draw( Game.viewport );
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var rect = new RectangleF((region.Position + Game.viewport.Location).ToPointF(),
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region.Size.ToSizeF());
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@@ -92,8 +97,8 @@ namespace OpenRa.Game.Graphics
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foreach( var a in uog.selection )
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DrawSelectionBox(a, Color.White, true);
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lineRenderer.Flush();
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lineRenderer.Flush();
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renderer.DrawText(string.Format("Frame {0}", Game.orderManager.FrameNumber), new int2(5, 5), Color.White);
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}
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