Move TerrainRenderer to a mod-defined trait.
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91
OpenRA.Mods.Common/Traits/World/TerrainRenderer.cs
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91
OpenRA.Mods.Common/Traits/World/TerrainRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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;
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using System.Collections.Generic;
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using System.IO;
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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 TerrainRendererInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new TerrainRenderer(init.World); }
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}
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public sealed class TerrainRenderer : IRenderTerrain, IWorldLoaded, INotifyActorDisposing
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{
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readonly Map map;
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readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
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Theater theater;
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bool disposed;
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public TerrainRenderer(World world)
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{
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map = world.Map;
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}
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void IWorldLoaded.WorldLoaded(World world, WorldRenderer wr)
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{
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theater = wr.Theater;
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foreach (var template in map.Rules.TileSet.Templates)
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{
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var palette = template.Value.Palette ?? TileSet.TerrainPaletteInternalName;
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spriteLayers.GetOrAdd(palette, pal =>
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new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(palette), world.Type != WorldType.Editor));
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}
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foreach (var cell in map.AllCells)
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UpdateCell(cell);
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map.Tiles.CellEntryChanged += UpdateCell;
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map.Height.CellEntryChanged += UpdateCell;
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}
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public void UpdateCell(CPos cell)
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{
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var tile = map.Tiles[cell];
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var palette = TileSet.TerrainPaletteInternalName;
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if (map.Rules.TileSet.Templates.ContainsKey(tile.Type))
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palette = map.Rules.TileSet.Templates[tile.Type].Palette ?? palette;
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var sprite = theater.TileSprite(tile);
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foreach (var kv in spriteLayers)
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kv.Value.Update(cell, palette == kv.Key ? sprite : null);
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}
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void IRenderTerrain.RenderTerrain(WorldRenderer wr, Viewport viewport)
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{
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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foreach (var r in wr.World.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render(wr);
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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if (disposed)
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return;
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map.Tiles.CellEntryChanged -= UpdateCell;
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map.Height.CellEntryChanged -= UpdateCell;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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disposed = true;
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}
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}
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}
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