Fix most of the x/y issues
This commit is contained in:
@@ -47,8 +47,8 @@ namespace OpenRA.Graphics
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public Minimap(World world, Renderer r)
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{
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this.world = world;
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sheet = new Sheet(r, new Size(world.Map.MapSize, world.Map.MapSize));
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mapOnlySheet = new Sheet(r, new Size(world.Map.MapSize, world.Map.MapSize));
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sheet = new Sheet(r, new Size(world.Map.MapSize.X, world.Map.MapSize.Y));
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mapOnlySheet = new Sheet(r, new Size(world.Map.MapSize.X, world.Map.MapSize.Y));
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lineRenderer = new LineRenderer(r);
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rgbaRenderer = new SpriteRenderer(r, true, r.RgbaSpriteShader);
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@@ -56,7 +56,7 @@ namespace OpenRA.Graphics
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var dw = (size - world.Map.Width) / 2;
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var dh = (size - world.Map.Height) / 2;
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bounds = new Rectangle(world.Map.Offset.X - dw, world.Map.Offset.Y - dh, size, size);
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bounds = new Rectangle(world.Map.TopLeft.X - dw, world.Map.TopLeft.Y - dh, size, size);
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sprite = new Sprite(sheet, bounds, TextureChannel.Alpha);
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mapOnlySprite = new Sprite(mapOnlySheet, bounds, TextureChannel.Alpha);
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@@ -73,7 +73,7 @@ namespace OpenRA.Graphics
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var dw = (size - m.Width) / 2;
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var dh = (size - m.Height) / 2;
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return new Rectangle(m.Offset.X - dw, m.Offset.Y - dh, size, size);
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return new Rectangle(m.TopLeft.X - dw, m.TopLeft.Y - dh, size, size);
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}
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static Cache<string, TerrainColorSet> terrainTypeColors = new Cache<string, TerrainColorSet>(
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@@ -88,9 +88,9 @@ namespace OpenRA.Graphics
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public static Bitmap RenderTerrainBitmap(Map map, TileSet tileset)
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{
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var terrain = new Bitmap(map.MapSize, map.MapSize);
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for (var y = 0; y < map.MapSize; y++)
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for (var x = 0; x < map.MapSize; x++)
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var terrain = new Bitmap(map.MapSize.X, map.MapSize.Y);
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for (var y = 0; y < map.MapSize.Y; y++)
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for (var x = 0; x < map.MapSize.X; x++)
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terrain.SetPixel(x, y, map.IsInMap(x, y)
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? Color.FromArgb(alpha, terrainTypeColors[map.Theater].ColorForTerrainType(tileset.GetTerrainType(map.MapTiles[x, y])))
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: shroudColor);
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@@ -117,8 +117,8 @@ namespace OpenRA.Graphics
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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oreLayer = new Bitmap(terrain);
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for (var y = world.Map.YOffset; y < world.Map.YOffset + world.Map.Height; y++)
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for (var x = world.Map.XOffset; x < world.Map.XOffset + world.Map.Width; x++)
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for (var y = world.Map.TopLeft.Y; y < world.Map.BottomRight.Y; y++)
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for (var x = world.Map.TopLeft.X; x < world.Map.BottomRight.X; x++)
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if (res.GetResource(new int2(x,y)) != null)
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oreLayer.SetPixel(x, y, Color.FromArgb(alpha, terrainTypeColors[world.Map.Theater].ColorForTerrainType(TerrainType.Ore)));
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}
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@@ -140,8 +140,8 @@ namespace OpenRA.Graphics
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*(c + (a.Actor.Location.Y * bitmapData.Stride >> 2) + a.Actor.Location.X) =
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Color.FromArgb(alpha, a.Actor.Owner.Color).ToArgb();
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for (var y = world.Map.YOffset; y < world.Map.YOffset + world.Map.Height; y++)
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for (var x = world.Map.XOffset; x < world.Map.XOffset + world.Map.Width; x++)
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for (var y = world.Map.BottomRight.Y; y < world.Map.YOffset + world.Map.BottomRight.Y; y++)
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for (var x = world.Map.TopLeft.X; x < world.Map.BottomRight.X; x++)
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{
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if (!world.LocalPlayer.Shroud.DisplayOnRadar(x, y))
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{
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@@ -50,10 +50,11 @@ namespace OpenRA.Graphics
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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for( int i = map.TopLeft.X ; i < map.BottomRight.X; i++ )
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for( int j = map.TopLeft.Y ; j < map.BottomRight.Y; j++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Log.Write("{0} {1}",i,j);
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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// TODO: The zero below should explicitly refer to the terrain palette, but this code is called
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// before the palettes are created
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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@@ -61,7 +62,7 @@ namespace OpenRA.Graphics
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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terrainSheet = tileMapping[map.MapTiles[map.TopLeft.X, map.TopLeft.Y]].sheet;
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vertexBuffer = renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer.SetData( vertices );
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@@ -170,11 +170,11 @@ namespace OpenRA.Graphics
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lineRenderer.DrawLine(a, a + c, Color.Blue, Color.Blue);
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}
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for (var j = 0; j < Game.world.Map.MapSize;
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for (var j = 0; j < Game.world.Map.MapSize.Y;
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j += Game.world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
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{
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lineRenderer.DrawLine(new float2(0, j * 24), new float2(Game.world.Map.MapSize * 24, j * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, Game.world.Map.MapSize * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(0, j * 24), new float2(Game.world.Map.MapSize.X * 24, j * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, Game.world.Map.MapSize.Y * 24), Color.Black, Color.Black);
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}
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}
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