Expose TerrainSpriteLayer.Sheet and BlendMode.
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@@ -19,6 +19,9 @@ namespace OpenRA.Graphics
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{
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{
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public sealed class TerrainSpriteLayer : IDisposable
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public sealed class TerrainSpriteLayer : IDisposable
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{
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{
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public readonly Sheet Sheet;
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public readonly BlendMode BlendMode;
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readonly Sprite emptySprite;
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readonly Sprite emptySprite;
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readonly IVertexBuffer<Vertex> vertexBuffer;
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readonly IVertexBuffer<Vertex> vertexBuffer;
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@@ -30,17 +33,14 @@ namespace OpenRA.Graphics
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readonly WorldRenderer worldRenderer;
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readonly WorldRenderer worldRenderer;
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readonly Map map;
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readonly Map map;
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readonly Sheet sheet;
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readonly BlendMode blendMode;
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float paletteIndex;
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float paletteIndex;
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, PaletteReference palette, bool restrictToBounds)
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, PaletteReference palette, bool restrictToBounds)
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{
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{
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worldRenderer = wr;
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worldRenderer = wr;
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this.restrictToBounds = restrictToBounds;
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this.restrictToBounds = restrictToBounds;
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this.sheet = sheet;
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Sheet = sheet;
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this.blendMode = blendMode;
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BlendMode = blendMode;
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paletteIndex = palette.TextureIndex;
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paletteIndex = palette.TextureIndex;
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map = world.Map;
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map = world.Map;
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@@ -77,10 +77,10 @@ namespace OpenRA.Graphics
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{
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{
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if (sprite != null)
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if (sprite != null)
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{
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{
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if (sprite.Sheet != sheet)
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if (sprite.Sheet != Sheet)
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throw new InvalidDataException("Attempted to add sprite from a different sheet");
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throw new InvalidDataException("Attempted to add sprite from a different sheet");
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if (sprite.BlendMode != blendMode)
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if (sprite.BlendMode != BlendMode)
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throw new InvalidDataException("Attempted to add sprite with a different blend mode");
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throw new InvalidDataException("Attempted to add sprite with a different blend mode");
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}
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}
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else
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else
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@@ -122,7 +122,7 @@ namespace OpenRA.Graphics
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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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vertexBuffer, rowStride * firstRow, rowStride * (lastRow - firstRow),
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vertexBuffer, rowStride * firstRow, rowStride * (lastRow - firstRow),
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PrimitiveType.QuadList, sheet, blendMode);
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PrimitiveType.QuadList, Sheet, BlendMode);
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Game.Renderer.Flush();
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Game.Renderer.Flush();
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}
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}
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