pushed bibs down into the smudge layer; made Game static
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@@ -44,6 +44,8 @@ namespace OpenRa.Game.Graphics
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};
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Sprite[][] overlaySprites;
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Sprite[] smudgeSprites;
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SpriteRenderer spriteRenderer;
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Map map;
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@@ -53,8 +55,12 @@ namespace OpenRa.Game.Graphics
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this.map = map;
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overlaySprites = new Sprite[ overlaySpriteNames.Length ][];
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for( int i = 0 ; i < overlaySpriteNames.Length ; i++ )
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overlaySprites[ i ] = SpriteSheetBuilder.LoadAllSprites( overlaySpriteNames[ i ], ".shp", ".tem", ".sno" );
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for (int i = 0; i < overlaySpriteNames.Length; i++)
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overlaySprites[i] = SpriteSheetBuilder.LoadAllSprites(overlaySpriteNames[i], ".shp", ".tem", ".sno");
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/* todo: add the rest of the smudge sprites */
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smudgeSprites = new[] { "bib3", "bib2" }.SelectMany(
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f => SpriteSheetBuilder.LoadAllSprites(f, ".shp", ".tem", ".sno")).ToArray();
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}
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public void Draw()
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@@ -62,7 +68,15 @@ namespace OpenRa.Game.Graphics
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for( int y = 0 ; y < 128 ; y++ )
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for (int x = 0; x < 128; x++)
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{
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var o = map.MapTiles[x, y].overlay;
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var tr = map.MapTiles[x,y];
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if (tr.smudge != 0 && tr.smudge <= smudgeSprites.Length)
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{
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var location = new int2(x, y);
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spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
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Game.CellSize * (float2)(location - map.Offset), 0);
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}
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var o = tr.overlay;
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if (o < overlaySprites.Length)
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{
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var location = new int2(x, y);
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@@ -10,23 +10,21 @@ namespace OpenRa.Game.Graphics
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{
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly Game game;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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public WorldRenderer(Renderer renderer, Game game)
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public WorldRenderer(Renderer renderer)
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{
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// TODO: this is layout policy. it belongs at a higher level than this.
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this.game = game;
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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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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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Game.viewport.AddRegion(region);
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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, game);
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uiOverlay = new UiOverlay(spriteRenderer);
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}
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void DrawSpriteList(Player owner, RectangleF rect,
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@@ -50,20 +48,20 @@ namespace OpenRa.Game.Graphics
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public void Draw()
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{
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var rect = new RectangleF((region.Position + game.viewport.Location).ToPointF(),
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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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foreach (Actor a in game.world.Actors)
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foreach (Actor a in Game.world.Actors)
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DrawSpriteList(a.Owner, rect, a.Render());
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foreach (IEffect e in game.world.Effects)
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foreach (IEffect e in Game.world.Effects)
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DrawSpriteList(e.Owner, rect, e.Render());
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selbox = game.controller.SelectionBox;
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var selbox = Game.controller.SelectionBox;
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if (selbox != null)
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{
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var a = selbox.Value.First;
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@@ -75,13 +73,13 @@ namespace OpenRa.Game.Graphics
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
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foreach (var u in Game.SelectUnitsInBox(selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow, false);
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}
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var selection = game.controller.orderGenerator as UnitOrderGenerator;
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var selection = Game.controller.orderGenerator as UnitOrderGenerator;
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if (selection != null)
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foreach( var a in game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
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foreach( var a in Game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
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DrawSelectionBox(a, Color.White, true);
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lineRenderer.Flush();
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