Specify sprite positions as center pos + offset. Fixes #3611.
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@@ -52,42 +52,52 @@ namespace OpenRA.Graphics
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readonly Sprite sprite;
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readonly WPos pos;
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readonly WVec offset;
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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this.sprite = sprite;
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this.pos = pos;
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this.offset = offset;
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this.zOffset = zOffset;
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this.palette = palette;
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this.scale = scale;
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}
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public SpriteRenderable(Sprite sprite, WPos pos, int zOffset, PaletteReference palette, float scale)
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: this(sprite, pos, WVec.Zero, zOffset, palette, scale) { }
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// Provided for legacy support only - Don't use for new things!
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public SpriteRenderable(Sprite sprite, float2 pos, PaletteReference palette, int z)
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: this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { }
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public WPos Pos { get { return pos; } }
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public WPos Pos { get { return pos + offset; } }
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public float Scale { get { return scale; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, zOffset, palette, newScale); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, zOffset, newPalette, scale); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, newOffset, palette, scale); }
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public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, zOffset, palette, scale); }
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public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale); }
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public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale); }
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float2 ScreenPosition(WorldRenderer wr)
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{
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return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f*scale*sprite.size).ToInt2();
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}
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public void BeforeRender(WorldRenderer wr) {}
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public void Render(WorldRenderer wr)
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{
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sprite.DrawAt(wr.ScreenPxPosition(pos) - (0.5f*scale*sprite.size).ToInt2(), palette, scale);
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sprite.DrawAt(ScreenPosition(wr), palette, scale);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var offset = wr.ScreenPxPosition(pos) - 0.5f*scale*sprite.size + sprite.offset;
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var offset = ScreenPosition(wr) + sprite.offset;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red);
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}
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}
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