Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.
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@@ -22,8 +22,6 @@ namespace OpenRA.Graphics
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public readonly World world;
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internal readonly TerrainRenderer terrainRenderer;
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internal readonly ShroudRenderer shroudRenderer;
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public readonly UiOverlay uiOverlay;
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internal readonly HardwarePalette palette;
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internal WorldRenderer(World world)
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@@ -35,7 +33,6 @@ namespace OpenRA.Graphics
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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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uiOverlay = new UiOverlay();
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}
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public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
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@@ -137,7 +137,6 @@
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<Compile Include="Traits\TraitsInterfaces.cs" />
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<Compile Include="Network\UnitOrders.cs" />
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<Compile Include="Traits\Util.cs" />
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<Compile Include="UiOverlay.cs" />
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<Compile Include="Graphics\Util.cs" />
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<Compile Include="Graphics\Viewport.cs" />
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<Compile Include="Orders\UnitOrderGenerator.cs" />
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@@ -1,44 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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public class UiOverlay
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{
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Sprite buildOk, buildBlocked;
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public UiOverlay()
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{
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buildOk = SynthesizeTile(0x0f);
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buildBlocked = SynthesizeTile(0x08);
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}
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public static Sprite SynthesizeTile(byte paletteIndex)
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{
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byte[] data = new byte[Game.CellSize * Game.CellSize];
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for (int i = 0; i < Game.CellSize; i++)
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for (int j = 0; j < Game.CellSize; j++)
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data[i * Game.CellSize + j] = ((i+j) % 4 != 0) ? (byte)0 : paletteIndex;
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return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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public void DrawGrid( WorldRenderer wr, Dictionary<int2, bool> cells )
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{
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foreach( var c in cells )
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( c.Value ? buildOk : buildBlocked ).DrawAt( wr, Game.CellSize * c.Key, "terrain" );
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}
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}
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}
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