#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion namespace OpenRA.Traits { [TraitLocation(SystemActors.World | SystemActors.EditorWorld)] [Desc("Enables visualization commands. Attach this to the world actor.")] public class DebugVisualizationsInfo : TraitInfo { } public class DebugVisualizations { public bool CombatGeometry; public bool RenderGeometry; public bool ScreenMap; public bool ActorTags; // The depth buffer may have been left enabled by the previous world // Initializing this as dirty forces us to reset the default rendering before the first render bool depthBufferDirty = true; bool depthBuffer; public bool DepthBuffer { get => depthBuffer; set { depthBuffer = value; depthBufferDirty = true; } } float depthBufferContrast = 1f; public float DepthBufferContrast { get => depthBufferContrast; set { depthBufferContrast = value; depthBufferDirty = true; } } float depthBufferOffset; public float DepthBufferOffset { get => depthBufferOffset; set { depthBufferOffset = value; depthBufferDirty = true; } } public void UpdateDepthBuffer() { if (depthBufferDirty) { Game.Renderer.WorldSpriteRenderer.SetDepthPreview(DepthBuffer, DepthBufferContrast, DepthBufferOffset); depthBufferDirty = false; } } } }