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.Internal;
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namespace SharpFont
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{
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/// <summary>
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/// A structure used to model a single span of gray (or black) pixels when rendering a monochrome or anti-aliased
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/// bitmap.
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/// </summary>
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/// <remarks><para>
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/// This structure is used by the span drawing callback type named <see cref="RasterSpanFunc"/> which takes the y
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/// coordinate of the span as a a parameter.
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/// </para><para>
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/// The coverage value is always between 0 and 255. If you want less gray values, the callback function has to
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/// reduce them.
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/// </para></remarks>
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public class Span : NativeObject
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{
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#region Fields
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private SpanRec rec;
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#endregion
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#region Constructors
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internal Span(IntPtr reference) : base(reference)
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{
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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 span's horizontal start position.
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/// </summary>
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public short X
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{
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get
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{
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return rec.x;
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}
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}
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/// <summary>
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/// Gets the span's length in pixels.
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/// </summary>
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[CLSCompliant(false)]
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public ushort Length
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{
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get
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{
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return rec.len;
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}
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}
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/// <summary>
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/// Gets the span color/coverage, ranging from 0 (background) to 255 (foreground). Only used for anti-aliased
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/// rendering.
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/// </summary>
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public byte Coverage
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{
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get
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{
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return rec.coverage;
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}
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}
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internal override IntPtr Reference
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{
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get
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{
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return base.Reference;
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}
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set
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{
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base.Reference = value;
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rec = PInvokeHelper.PtrToStructure<SpanRec>(value);
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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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