Use TerrainSpriteLayer for rendering resources.
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@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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@@ -22,13 +23,14 @@ namespace OpenRA.Mods.Common.Traits
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public virtual object Create(ActorInitializer init) { return new ResourceLayer(init.Self); }
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}
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public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender
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public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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static readonly CellContents EmptyCell = new CellContents();
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readonly World world;
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readonly BuildingInfluence buildingInfluence;
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readonly HashSet<CPos> dirty = new HashSet<CPos>();
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readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
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protected readonly CellLayer<CellContents> Content;
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protected readonly CellLayer<CellContents> RenderContent;
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@@ -40,21 +42,27 @@ namespace OpenRA.Mods.Common.Traits
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Content = new CellLayer<CellContents>(world.Map);
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RenderContent = new CellLayer<CellContents>(world.Map);
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RenderContent.CellEntryChanged += UpdateSpriteLayers;
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}
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void UpdateSpriteLayers(CPos cell)
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{
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var resource = RenderContent[cell];
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foreach (var kv in spriteLayers)
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{
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// resource.Type is meaningless (and may be null) if resource.Sprite is null
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if (resource.Sprite != null && resource.Type.Palette == kv.Key)
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kv.Value.Update(cell, resource.Sprite);
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else
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kv.Value.Update(cell, null);
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}
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}
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public void Render(WorldRenderer wr)
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{
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var shroudObscured = world.ShroudObscuresTest;
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foreach (var uv in wr.Viewport.VisibleCellsInsideBounds.MapCoords)
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{
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if (shroudObscured(uv))
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continue;
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var c = RenderContent[uv];
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if (c.Sprite != null)
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new SpriteRenderable(c.Sprite, wr.World.Map.CenterOfCell(uv.ToCPos(world.Map)),
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WVec.Zero, -511, c.Type.Palette, 1f, true).Render(wr); // TODO ZOffset is ignored
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}
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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}
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int GetAdjacentCellsWith(ResourceType t, CPos cell)
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@@ -106,6 +114,27 @@ namespace OpenRA.Mods.Common.Traits
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dirty.Add(cell);
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}
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}
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// Build the sprite layer dictionary for rendering resources
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// All resources that have the same palette must also share a sheet and blend mode
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foreach (var r in resources)
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{
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var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
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{
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var first = r.Value.Variants.First().Value.First();
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return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
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});
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// Validate that sprites are compatible with this layer
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var sheet = layer.Sheet;
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if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
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throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
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var blendMode = layer.BlendMode;
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if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
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throw new InvalidDataException("Resource sprites specify different blend modes. "
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+ "Try using different palettes for resource types that use different blend modes.");
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}
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}
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protected virtual void UpdateRenderedSprite(CPos cell)
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@@ -251,6 +280,18 @@ namespace OpenRA.Mods.Common.Traits
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return Content[cell].Type.Info.MaxDensity;
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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disposed = true;
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}
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public struct CellContents
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{
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public static readonly CellContents Empty = new CellContents();
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