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- added proper toggle for new unit title rendering
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@@ -1043,8 +1043,16 @@ void Game::render2d(){
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renderer.renderText(str, coreData.getMenuFontNormal(),
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Vec3f(1.0f), 10, 500, false);
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if(renderer.getAllowRenderUnitTitles() == false) {
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renderer.setAllowRenderUnitTitles(true);
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}
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renderer.renderUnitTitles(coreData.getMenuFontNormal(),Vec3f(1.0f));
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}
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else {
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if(renderer.getAllowRenderUnitTitles() == true) {
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renderer.setAllowRenderUnitTitles(false);
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}
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}
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//network status
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if(renderNetworkStatus) {
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@@ -145,6 +145,7 @@ Renderer::Renderer(){
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gi.setFactory(fr.getGraphicsFactory(config.getString("FactoryGraphics")));
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GraphicsFactory *graphicsFactory= GraphicsInterface::getInstance().getFactory();
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this->allowRenderUnitTitles = false;
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this->menu = NULL;
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this->game = NULL;
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@@ -1632,8 +1633,10 @@ void Renderer::renderUnit(RenderEntity &entity,MeshCallbackTeamColor *meshCallba
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glPopMatrix();
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unit->setVisible(true);
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// Add to the pending render unit title list
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renderUnitTitleList.push_back(std::pair<Unit *,Vec3f>(unit,computeScreenPosition(unit->getCurrVectorFlat())) );
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if(allowRenderUnitTitles == true) {
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// Add to the pending render unit title list
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renderUnitTitleList.push_back(std::pair<Unit *,Vec3f>(unit,computeScreenPosition(unit->getCurrVectorFlat())) );
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}
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entity.setState(resRendered);
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}
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@@ -3346,6 +3349,13 @@ Texture2D::Filter Renderer::strToTextureFilter(const string &s){
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throw runtime_error("Error converting from string to FilterType, found: "+s);
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}
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void Renderer::setAllowRenderUnitTitles(bool value) {
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allowRenderUnitTitles = value;
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if(allowRenderUnitTitles == false) {
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renderUnitTitleList.clear();
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}
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}
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// This method renders titles for units
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void Renderer::renderUnitTitles(Font2D *font, Vec3f color) {
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if(renderUnitTitleList.size() > 0) {
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@@ -257,7 +257,7 @@ private:
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bool allowRotateUnits;
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//std::vector<Unit *> renderUnitTitleList;
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bool allowRenderUnitTitles;
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std::vector<std::pair<Unit *,Vec3f> > renderUnitTitleList;
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private:
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@@ -374,6 +374,9 @@ public:
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static string shadowsToStr(Shadows shadows);
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const Game * getGame() { return game; }
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void setAllowRenderUnitTitles(bool value);
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bool getAllowRenderUnitTitles() { return allowRenderUnitTitles; }
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void renderUnitTitles(Font2D *font, Vec3f color);
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Vec3f computeScreenPosition(const Vec3f &worldPos);
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