Draw annotations using the UI renderers.
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@@ -247,39 +247,39 @@ namespace OpenRA.Graphics
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foreach (var r in g)
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r.Render(this);
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if (debugVis.Value != null && debugVis.Value.RenderGeometry)
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{
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for (var i = 0; i < preparedRenderables.Count; i++)
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preparedRenderables[i].RenderDebugGeometry(this);
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foreach (var g in groupedOverlayRenderables)
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foreach (var r in g)
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r.RenderDebugGeometry(this);
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}
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if (debugVis.Value != null && debugVis.Value.ScreenMap)
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{
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foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.MediumSpringGreen);
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foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.OrangeRed);
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}
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Game.Renderer.Flush();
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for (var i = 0; i < preparedAnnotationRenderables.Count; i++)
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preparedAnnotationRenderables[i].Render(this);
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if (debugVis.Value != null && debugVis.Value.RenderGeometry)
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{
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for (var i = 0; i < preparedRenderables.Count; i++)
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preparedRenderables[i].RenderDebugGeometry(this);
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for (var i = 0; i < preparedOverlayRenderables.Count; i++)
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preparedOverlayRenderables[i].RenderDebugGeometry(this);
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for (var i = 0; i < preparedAnnotationRenderables.Count; i++)
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preparedAnnotationRenderables[i].RenderDebugGeometry(this);
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}
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if (debugVis.Value != null && debugVis.Value.ScreenMap)
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{
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foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
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{
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var tl = Viewport.WorldToViewPx(new float2(r.Left, r.Top));
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var br = Viewport.WorldToViewPx(new float2(r.Right, r.Bottom));
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Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.MediumSpringGreen);
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}
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foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer))
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{
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var tl = Viewport.WorldToViewPx(new float2(r.Left, r.Top));
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var br = Viewport.WorldToViewPx(new float2(r.Right, r.Bottom));
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Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.OrangeRed);
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}
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}
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Game.Renderer.Flush();
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preparedRenderables.Clear();
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