Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.

This commit is contained in:
Paul Chote
2011-06-03 17:22:37 +12:00
parent 4fa0962d49
commit 926b396605
23 changed files with 164 additions and 88 deletions

View File

@@ -21,7 +21,7 @@ namespace OpenRA.Widgets
public override void Draw()
{
var rect = RenderBounds;
float2 origin = Game.viewport.Location + new float2(rect.Right, rect.Bottom);
float2 origin = new float2(rect.Right, rect.Bottom);
float2 basis = new float2(-rect.Width / 100, -rect.Height / 100);
Game.Renderer.LineRenderer.DrawLine(origin, origin + new float2(100, 0) * basis, Color.White, Color.White);
@@ -41,7 +41,7 @@ namespace OpenRA.Widgets
return b;
});
var u = Game.viewport.Location + new float2(rect.Left, rect.Top);
var u = new float2(rect.Left, rect.Top);
Game.Renderer.LineRenderer.DrawLine(
u + new float2(10, 10 * k + 5),

View File

@@ -64,7 +64,7 @@ namespace OpenRA.Widgets
cachedImage = image;
cachedFrame = frame;
}
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite,RenderOrigin, worldRenderer, palette);
Game.Renderer.SpriteRenderer.DrawSprite(sprite,RenderOrigin, worldRenderer, palette);
}
}
}

View File

@@ -30,7 +30,7 @@ namespace OpenRA.Widgets
public static void DrawSHP(Sprite s, float2 pos, WorldRenderer wr)
{
Game.Renderer.WorldSpriteRenderer.DrawSprite(s,pos, wr, "chrome");
Game.Renderer.SpriteRenderer.DrawSprite(s,pos, wr, "chrome");
}
public static void DrawPanel(string collection, Rectangle Bounds)
@@ -59,10 +59,7 @@ namespace OpenRA.Widgets
public static void FillRectWithColor(Rectangle r, Color c)
{
Game.Renderer.LineRenderer.FillRect(new RectangleF(
Game.viewport.Location.X + r.X,
Game.viewport.Location.Y + r.Y,
r.Width, r.Height), c);
Game.Renderer.LineRenderer.FillRect(new RectangleF(r.X, r.Y, r.Width, r.Height), c);
}
public static int[] GetBorderSizes(string collection)

View File

@@ -42,8 +42,7 @@ namespace OpenRA.Widgets
return;
}
Game.Renderer.LineRenderer.DrawRect( selbox.Value.First, selbox.Value.Second, Color.White );
Game.Renderer.WorldLineRenderer.DrawRect( selbox.Value.First, selbox.Value.Second, Color.White );
foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second))
worldRenderer.DrawRollover(u);
}