moved Game.palette into WorldRenderer
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@@ -28,7 +28,6 @@ namespace OpenRa
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internal static Renderer renderer;
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static int2 clientSize;
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static HardwarePalette palette;
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static string mapName;
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internal static Session LobbyInfo = new Session();
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static bool changePending;
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@@ -57,8 +56,6 @@ namespace OpenRa
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a.Owner.Shroud.Explore(a);
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};
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palette = new HardwarePalette(renderer, world.Map);
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SequenceProvider.Initialize(manifest.Sequences);
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viewport = new Viewport(clientSize, Game.world.Map.Offset, Game.world.Map.Offset + Game.world.Map.Size, renderer);
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@@ -147,8 +144,6 @@ namespace OpenRa
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using (new PerfSample("render"))
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{
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UpdatePalette(world.Actors.SelectMany(
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a => a.traits.WithInterface<IPaletteModifier>()));
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++RenderFrame;
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viewport.DrawRegions();
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}
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@@ -157,16 +152,6 @@ namespace OpenRa
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PerfHistory.items["batches"].Tick();
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}
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static void UpdatePalette(IEnumerable<IPaletteModifier> paletteMods)
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{
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var b = new Bitmap(palette.Bitmap);
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foreach (var mod in paletteMods)
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mod.AdjustPalette(b);
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palette.Texture.SetData(b);
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renderer.PaletteTexture = palette.Texture;
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}
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public static Random SharedRandom = new Random(0); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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@@ -1,5 +1,7 @@
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRa.FileFormats;
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using OpenRa.Traits;
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namespace OpenRa.Graphics
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{
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@@ -38,5 +40,15 @@ namespace OpenRa.Graphics
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return allocated++;
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}
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public void Update(IEnumerable<IPaletteModifier> paletteMods)
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{
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var b = new Bitmap(Bitmap);
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foreach (var mod in paletteMods)
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mod.AdjustPalette(b);
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Texture.SetData(b);
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Game.renderer.PaletteTexture = Texture;
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}
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}
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}
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@@ -44,6 +44,9 @@ namespace OpenRa.Graphics
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public void DrawRegions()
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{
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Game.world.WorldRenderer.palette.Update(Game.world.Actors.SelectMany(
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a => a.traits.WithInterface<IPaletteModifier>()));
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float2 r1 = new float2(2, -2) / screenSize;
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float2 r2 = new float2(-1, 1);
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@@ -12,17 +12,19 @@ namespace OpenRa.Graphics
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internal readonly LineRenderer lineRenderer;
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internal readonly UiOverlay uiOverlay;
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internal readonly Renderer renderer;
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internal readonly HardwarePalette palette;
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public static bool ShowUnitPaths = false;
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internal WorldRenderer(World world, Renderer renderer)
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{
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terrainRenderer = new TerrainRenderer(world, renderer);
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this.renderer = renderer;
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terrainRenderer = new TerrainRenderer(world, renderer);
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer);
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palette = new HardwarePalette(renderer, world.Map);
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}
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void DrawSpriteList(RectangleF rect,
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