Add (Polygon|Circle|Line)AnnotationRenderable.
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OpenRA.Mods.Common/Graphics/LineAnnotationRenderable.cs
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61
OpenRA.Mods.Common/Graphics/LineAnnotationRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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 OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct LineAnnotationRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos start;
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readonly WPos end;
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readonly float width;
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readonly Color startColor;
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readonly Color endColor;
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public LineAnnotationRenderable(WPos start, WPos end, float width, Color color)
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{
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this.start = start;
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this.end = end;
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this.width = width;
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startColor = endColor = color;
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}
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public LineAnnotationRenderable(WPos start, WPos end, float width, Color startColor, Color endColor)
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{
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this.start = start;
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this.end = end;
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this.width = width;
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this.startColor = startColor;
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this.endColor = endColor;
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}
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public WPos Pos { get { return start; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return 0; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return new LineAnnotationRenderable(start, end, width, startColor, endColor); }
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public IRenderable WithZOffset(int newOffset) { return new LineAnnotationRenderable(start, end, width, startColor, endColor); }
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public IRenderable OffsetBy(WVec vec) { return new LineAnnotationRenderable(start + vec, end + vec, width, startColor, endColor); }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(wr.Screen3DPosition(start), wr.Screen3DPosition(end), width / wr.Viewport.Zoom, startColor, endColor);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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}
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}
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