Draw annotations using the UI renderers.
This commit is contained in:
@@ -47,23 +47,23 @@ namespace OpenRA.Mods.Common.Graphics
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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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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var cr = Game.Renderer.RgbaColorRenderer;
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if (filled)
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{
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var offset = new WVec(radius.Length, radius.Length, 0);
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var tl = wr.Screen3DPosition(centerPosition - offset);
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var br = wr.Screen3DPosition(centerPosition + offset);
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var tl = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition - offset));
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var br = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition + offset));
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wcr.FillEllipse(tl, br, color);
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cr.FillEllipse(tl, br, color);
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}
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else
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{
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var r = radius.Length;
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var a = wr.Screen3DPosition(centerPosition + r * FacingOffsets[CircleSegments - 1] / 1024);
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var a = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition + r * FacingOffsets[CircleSegments - 1] / 1024));
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for (var i = 0; i < CircleSegments; i++)
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{
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var b = wr.Screen3DPosition(centerPosition + r * FacingOffsets[i] / 1024);
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wcr.DrawLine(a, b, width / wr.Viewport.Zoom, color);
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var b = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition + r * FacingOffsets[i] / 1024));
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cr.DrawLine(a, b, width, color);
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a = b;
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}
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}
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@@ -52,7 +52,10 @@ namespace OpenRA.Mods.Common.Graphics
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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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Game.Renderer.RgbaColorRenderer.DrawLine(
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wr.Viewport.WorldToViewPx(wr.ScreenPosition(start)),
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wr.Viewport.WorldToViewPx(wr.Screen3DPosition(end)),
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width, startColor, endColor);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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@@ -43,8 +43,8 @@ namespace OpenRA.Mods.Common.Graphics
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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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var verts = vertices.Select(wr.Screen3DPosition).ToArray();
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Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(verts, width / wr.Viewport.Zoom, color);
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var verts = vertices.Select(v => wr.Viewport.WorldToViewPx(wr.ScreenPosition(v)).ToFloat2()).ToArray();
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Game.Renderer.RgbaColorRenderer.DrawPolygon(verts, width, color);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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@@ -54,18 +54,18 @@ namespace OpenRA.Mods.Common.Graphics
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public static void DrawRangeCircle(WorldRenderer wr, WPos centerPosition, WDist radius,
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float width, Color color, float contrastWidth, Color contrastColor)
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{
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var cr = Game.Renderer.RgbaColorRenderer;
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var offset = new WVec(radius.Length, 0, 0);
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for (var i = 0; i < RangeCircleSegments; i++)
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{
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var a = wr.Screen3DPosition(centerPosition + offset.Rotate(ref RangeCircleStartRotations[i]));
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var b = wr.Screen3DPosition(centerPosition + offset.Rotate(ref RangeCircleEndRotations[i]));
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var a = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition + offset.Rotate(ref RangeCircleStartRotations[i])));
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var b = wr.Viewport.WorldToViewPx(wr.ScreenPosition(centerPosition + offset.Rotate(ref RangeCircleEndRotations[i])));
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if (contrastWidth > 0)
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wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);
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cr.DrawLine(a, b, contrastWidth, contrastColor);
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if (width > 0)
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wcr.DrawLine(a, b, width / wr.Viewport.Zoom, color);
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cr.DrawLine(a, b, width, color);
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}
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}
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@@ -51,14 +51,14 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable OffsetBy(WVec vec) { return new SelectionBarsRenderable(pos + vec, actor, decorationBounds); }
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public IRenderable AsDecoration() { return this; }
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void DrawExtraBars(WorldRenderer wr, float3 start, float3 end)
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void DrawExtraBars(WorldRenderer wr, float2 start, float2 end)
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{
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foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0 || extraBar.DisplayWhenEmpty)
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{
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var offset = new float3(0, (int)(4 / wr.Viewport.Zoom), 0);
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var offset = new float2(0, 4);
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start += offset;
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end += offset;
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DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
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@@ -66,48 +66,46 @@ namespace OpenRA.Mods.Common.Graphics
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}
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}
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void DrawSelectionBar(WorldRenderer wr, float3 start, float3 end, float value, Color barColor)
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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{
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var iz = 1 / wr.Viewport.Zoom;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4 * iz);
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var q = new float2(0, -3 * iz);
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var r = new float2(0, -2 * iz);
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var p = new float2(0, -4);
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var q = new float2(0, -3);
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var r = new float2(0, -2);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float3.Lerp(start, end, value);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wcr.DrawLine(start + p, end + p, iz, c);
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wcr.DrawLine(start + q, end + q, iz, c2);
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wcr.DrawLine(start + r, end + r, iz, c);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(start + p, end + p, 1, c);
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cr.DrawLine(start + q, end + q, 1, c2);
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cr.DrawLine(start + r, end + r, 1, c);
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wcr.DrawLine(start + p, z + p, iz, barColor2);
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wcr.DrawLine(start + q, z + q, iz, barColor);
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wcr.DrawLine(start + r, z + r, iz, barColor2);
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cr.DrawLine(start + p, z + p, 1, barColor2);
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cr.DrawLine(start + q, z + q, 1, barColor);
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cr.DrawLine(start + r, z + r, 1, barColor2);
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}
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Color GetHealthColor(IHealth health)
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{
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if (Game.Settings.Game.UsePlayerStanceColors)
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return actor.Owner.PlayerStanceColor(actor);
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else
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return health.DamageState == DamageState.Critical ? Color.Red :
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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return health.DamageState == DamageState.Critical ? Color.Red :
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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}
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void DrawHealthBar(WorldRenderer wr, IHealth health, float3 start, float3 end)
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void DrawHealthBar(WorldRenderer wr, IHealth health, float2 start, float2 end)
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{
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if (health == null || health.IsDead)
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return;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var iz = 1 / wr.Viewport.Zoom;
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var p = new float2(0, -4 * iz);
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var q = new float2(0, -3 * iz);
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var r = new float2(0, -2 * iz);
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var p = new float2(0, -4);
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var q = new float2(0, -3);
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var r = new float2(0, -2);
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var healthColor = GetHealthColor(health);
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var healthColor2 = Color.FromArgb(
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@@ -118,14 +116,14 @@ namespace OpenRA.Mods.Common.Graphics
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var z = float3.Lerp(start, end, (float)health.HP / health.MaxHP);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wcr.DrawLine(start + p, end + p, iz, c);
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wcr.DrawLine(start + q, end + q, iz, c2);
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wcr.DrawLine(start + r, end + r, iz, c);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(start + p, end + p, 1, c);
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cr.DrawLine(start + q, end + q, 1, c2);
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cr.DrawLine(start + r, end + r, 1, c);
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wcr.DrawLine(start + p, z + p, iz, healthColor2);
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wcr.DrawLine(start + q, z + q, iz, healthColor);
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wcr.DrawLine(start + r, z + r, iz, healthColor2);
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cr.DrawLine(start + p, z + p, 1, healthColor2);
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cr.DrawLine(start + q, z + q, 1, healthColor);
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cr.DrawLine(start + r, z + r, 1, healthColor2);
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if (health.DisplayHP != health.HP)
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{
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@@ -137,9 +135,9 @@ namespace OpenRA.Mods.Common.Graphics
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deltaColor.B / 2);
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var zz = float3.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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wcr.DrawLine(z + p, zz + p, iz, deltaColor2);
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wcr.DrawLine(z + q, zz + q, iz, deltaColor);
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wcr.DrawLine(z + r, zz + r, iz, deltaColor2);
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cr.DrawLine(z + p, zz + p, 1, deltaColor2);
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cr.DrawLine(z + q, zz + q, 1, deltaColor);
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cr.DrawLine(z + r, zz + r, 1, deltaColor2);
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}
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}
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@@ -150,10 +148,8 @@ namespace OpenRA.Mods.Common.Graphics
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return;
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var health = actor.TraitOrDefault<IHealth>();
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var screenPos = wr.Screen3DPxPosition(pos);
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var start = new float3(decorationBounds.Left + 1, decorationBounds.Top, screenPos.Z);
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var end = new float3(decorationBounds.Right - 1, decorationBounds.Top, screenPos.Z);
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var start = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Left + 1, decorationBounds.Top));
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var end = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Right - 1, decorationBounds.Top));
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if (DisplayHealth)
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DrawHealthBar(wr, health, start, end);
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@@ -44,20 +44,18 @@ namespace OpenRA.Mods.Common.Graphics
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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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var iz = 1 / wr.Viewport.Zoom;
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var screenDepth = wr.Screen3DPxPosition(pos).Z;
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var tl = new float3(decorationBounds.Left, decorationBounds.Top, screenDepth);
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var br = new float3(decorationBounds.Right, decorationBounds.Bottom, screenDepth);
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var tr = new float3(br.X, tl.Y, screenDepth);
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var bl = new float3(tl.X, br.Y, screenDepth);
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var u = new float2(4 * iz, 0);
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var v = new float2(0, 4 * iz);
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var tl = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Left, decorationBounds.Top)).ToFloat2();
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var br = wr.Viewport.WorldToViewPx(new float2(decorationBounds.Right, decorationBounds.Bottom)).ToFloat2();
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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var u = new float2(4, 0);
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var v = new float2(0, 4);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wcr.DrawLine(new[] { tl + u, tl, tl + v }, iz, color, true);
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wcr.DrawLine(new[] { tr - u, tr, tr + v }, iz, color, true);
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wcr.DrawLine(new[] { br - u, br, br - v }, iz, color, true);
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wcr.DrawLine(new[] { bl + u, bl, bl - v }, iz, color, true);
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var cr = Game.Renderer.RgbaColorRenderer;
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cr.DrawLine(new float3[] { tl + u, tl, tl + v }, 1, color, true);
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cr.DrawLine(new float3[] { tr - u, tr, tr + v }, 1, color, true);
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cr.DrawLine(new float3[] { br - u, br, br - v }, 1, color, true);
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cr.DrawLine(new float3[] { bl + u, bl, bl - v }, 1, color, true);
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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@@ -56,16 +56,15 @@ namespace OpenRA.Mods.Common.Graphics
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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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var screenPos = wr.Viewport.Zoom * (wr.ScreenPosition(pos) - wr.Viewport.TopLeft.ToFloat2()) - 0.5f * font.Measure(text).ToFloat2();
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var screenPxPos = new float2((float)Math.Round(screenPos.X), (float)Math.Round(screenPos.Y));
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font.DrawTextWithContrast(text, screenPxPos, color, bgDark, bgLight, 1);
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var screenPos = wr.Viewport.WorldToViewPx(wr.ScreenPosition(pos)) - 0.5f * font.Measure(text).ToFloat2();
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font.DrawTextWithContrast(text, screenPos, color, bgDark, bgLight, 1);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var size = font.Measure(text).ToFloat2();
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var offset = wr.Screen3DPxPosition(pos) - 0.5f * size;
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset, offset + size, 1 / wr.Viewport.Zoom, Color.Red);
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var screenPos = wr.Viewport.WorldToViewPx(wr.ScreenPosition(pos));
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Game.Renderer.RgbaColorRenderer.DrawRect(screenPos - 0.5f * size, screenPos + 0.5f * size, 1, Color.Red);
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}
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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