perf stuff is a bit nicer; render time shown
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@@ -52,64 +52,63 @@ namespace OpenRa.Game.Graphics
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spriteRenderer.DrawSprite(image.a, loc, image.c);
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}
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}
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public void Draw()
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}
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public void Draw()
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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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foreach (Actor a in Game.world.Actors.OrderBy( u => u.CenterLocation.Y ))
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DrawSpriteList(rect, a.Render());
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foreach (var a in Game.world.Actors
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.Where(u => u.traits.Contains<Traits.RenderWarFactory>())
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.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
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DrawSpriteList(rect, a.RenderRoof(a.self)); /* RUDE HACK */
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foreach (IEffect e in Game.world.Effects)
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DrawSpriteList(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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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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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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DrawSelectionBox(u, Color.Yellow, false);
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}
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var uog = Game.controller.orderGenerator as UnitOrderGenerator;
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if (uog != null)
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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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renderer.DrawText(string.Format("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\nOre ({4:F1} ms)\n$ {5}\nPower {7}\nTiles Expanded {6:F0}",
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Game.RenderFrame, Game.orderManager.FrameNumber,
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Game.RenderTime * 1000,
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Game.TickTime * 1000,
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Game.OreTime * 1000,
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Game.LocalPlayer.Cash,
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PerfHistory.items[ "nodes_expanded" ].LastValue,
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Game.LocalPlayer.GetTotalPower()
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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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foreach (Actor a in Game.world.Actors.OrderBy(u => u.CenterLocation.Y))
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DrawSpriteList(rect, a.Render());
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foreach (var a in Game.world.Actors
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.Where(u => u.traits.Contains<Traits.RenderWarFactory>())
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.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
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DrawSpriteList(rect, a.RenderRoof(a.self)); /* RUDE HACK */
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foreach (IEffect e in Game.world.Effects)
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DrawSpriteList(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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if (selbox != null)
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{
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var a = selbox.Value.First;
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var b = new float2(selbox.Value.Second.X - a.X, 0);
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var c = new float2(0, selbox.Value.Second.Y - a.Y);
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lineRenderer.DrawLine(a, a + b, Color.White, Color.White);
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lineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White);
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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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DrawSelectionBox(u, Color.Yellow, false);
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}
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var uog = Game.controller.orderGenerator as UnitOrderGenerator;
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if (uog != null)
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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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renderer.DrawText(string.Format("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\n$ {4}\nPower {5}",
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Game.RenderFrame,
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Game.orderManager.FrameNumber,
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PerfHistory.items["render"].LastValue,
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PerfHistory.items["tick_time"].LastValue,
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Game.LocalPlayer.Cash,
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Game.LocalPlayer.GetTotalPower()
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), new int2(5, 5), Color.White);
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PerfHistory.Render(renderer, lineRenderer);
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PerfHistory.Render(renderer, lineRenderer);
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}
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void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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