Exemplo n.º 1
0
        public void Draw()
        {
            RefreshPalette();

            if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
            {
                return;
            }

            var bounds = Game.viewport.ViewBounds(world);

            Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);

            terrainRenderer.Draw(this, Game.viewport);
            foreach (var a in world.traitDict.ActorsWithTraitMultiple <IRenderAsTerrain>(world))
            {
                foreach (var r in a.Trait.RenderAsTerrain(a.Actor))
                {
                    r.Sprite.DrawAt(r.Pos, this.GetPaletteIndex(r.Palette), r.Scale);
                }
            }

            foreach (var a in world.Selection.Actors)
            {
                if (!a.Destroyed)
                {
                    foreach (var t in a.TraitsImplementing <IPreRenderSelection>())
                    {
                        t.RenderBeforeWorld(this, a);
                    }
                }
            }

            Game.Renderer.Flush();

            if (world.OrderGenerator != null)
            {
                world.OrderGenerator.RenderBeforeWorld(this, world);
            }

            foreach (var image in SpritesToRender())
            {
                image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale);
            }

            // added for contrails
            foreach (var a in world.ActorsWithTrait <IPostRender>())
            {
                if (!a.Actor.Destroyed)
                {
                    a.Trait.RenderAfterWorld(this, a.Actor);
                }
            }

            if (world.OrderGenerator != null)
            {
                world.OrderGenerator.RenderAfterWorld(this, world);
            }

            shroudRenderer.Draw(this);
            Game.Renderer.DisableScissor();

            foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
                     .SelectMany(a => a.TraitsImplementing <IPostRenderSelection>())
                     .GroupBy(prs => prs.GetType()))
            {
                foreach (var t in g)
                {
                    t.RenderAfterWorld(this);
                }
            }

            Game.Renderer.Flush();
        }
Exemplo n.º 2
0
        public void Draw()
        {
            RefreshPalette();

            if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
            {
                return;
            }

            var renderables = GenerateRenderables();
            var bounds      = Game.viewport.ViewBounds(world);

            Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);

            terrainRenderer.Draw(this, Game.viewport);
            Game.Renderer.Flush();

            for (var i = 0; i < renderables.Count; i++)
            {
                renderables[i].Render(this);
            }

            // added for contrails
            foreach (var a in world.ActorsWithTrait <IPostRender>())
            {
                if (!a.Actor.Destroyed)
                {
                    a.Trait.RenderAfterWorld(this, a.Actor);
                }
            }

            if (world.OrderGenerator != null)
            {
                world.OrderGenerator.RenderAfterWorld(this, world);
            }

            var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;

            shroudRenderer.Draw(this, renderShroud);

            if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
            {
                for (var i = 0; i < renderables.Count; i++)
                {
                    renderables[i].RenderDebugGeometry(this);
                }
            }

            Game.Renderer.DisableScissor();

            foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
                     .SelectMany(a => a.TraitsImplementing <IPostRenderSelection>())
                     .GroupBy(prs => prs.GetType()))
            {
                foreach (var t in g)
                {
                    t.RenderAfterWorld(this);
                }
            }

            Game.Renderer.Flush();
        }