Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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#region MIT License
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/*Copyright (c) 2012-2013 Robert Rouhani <robert.rouhani@gmail.com>
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SharpFont based on Tao.FreeType, Copyright (c) 2003-2007 Tao Framework Team
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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using SharpFont.Cache.Internal;
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namespace SharpFont.Cache
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{
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/// <summary>
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/// A handle to a small bitmap cache. These are special cache objects used to store small glyph bitmaps (and
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/// anti-aliased pixmaps) in a much more efficient way than the traditional glyph image cache implemented by
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/// <see cref="ImageCache"/>.
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/// </summary>
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public class SBit
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{
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#region Fields
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private IntPtr reference;
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private SBitRec rec;
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#endregion
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#region Constructors
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internal SBit(IntPtr reference)
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{
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Reference = reference;
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}
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#endregion
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#region Properties
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/// <summary>
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/// Gets the bitmap width in pixels.
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/// </summary>
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public byte Width
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{
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get
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{
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return rec.width;
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}
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}
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/// <summary>
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/// Gets the bitmap height in pixels.
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/// </summary>
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public byte Height
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{
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get
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{
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return rec.height;
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}
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}
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/// <summary>
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/// Gets the horizontal distance from the pen position to the left bitmap border (a.k.a. ‘left side bearing’,
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/// or ‘lsb’).
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/// </summary>
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public byte Left
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{
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get
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{
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return rec.left;
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}
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}
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/// <summary>
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/// Gets the vertical distance from the pen position (on the baseline) to the upper bitmap border (a.k.a. ‘top
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/// side bearing’). The distance is positive for upwards y coordinates.
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/// </summary>
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public byte Top
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{
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get
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{
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return rec.top;
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}
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}
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/// <summary>
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/// Gets the format of the glyph bitmap (monochrome or gray).
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/// </summary>
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public byte Format
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{
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get
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{
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return rec.format;
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}
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}
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/// <summary>
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/// Gets the maximum gray level value (in the range 1 to 255).
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/// </summary>
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public byte MaxGrays
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{
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get
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{
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return rec.max_grays;
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}
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}
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/// <summary>
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/// Gets the number of bytes per bitmap line. May be positive or negative.
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/// </summary>
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public short Pitch
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{
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get
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{
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return rec.pitch;
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}
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}
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/// <summary>
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/// Gets the horizontal advance width in pixels.
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/// </summary>
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public byte AdvanceX
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{
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get
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{
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return rec.xadvance;
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}
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}
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/// <summary>
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/// Gets the vertical advance height in pixels.
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/// </summary>
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public byte AdvanceY
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{
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get
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{
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return rec.yadvance;
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}
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}
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/// <summary>
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/// Gets a pointer to the bitmap pixels.
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/// </summary>
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public IntPtr Buffer
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{
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get
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{
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return rec.buffer;
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}
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}
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internal IntPtr Reference
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{
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get
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{
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return reference;
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}
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set
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{
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reference = value;
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rec = PInvokeHelper.PtrToStructure<SBitRec>(reference);
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}
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}
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#endregion
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}
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}
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