38f1ddb...178a853: v0.8.9.1, removed content folder
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@@ -2,6 +2,7 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.IO;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -9,6 +10,8 @@ namespace Barotrauma
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{
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protected Texture2D texture;
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private bool preMultipliedAlpha;
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public Texture2D Texture
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{
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get { return texture; }
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@@ -33,9 +36,10 @@ namespace Barotrauma
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list.Add(this);
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}
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partial void LoadTexture(ref Vector4 sourceVector,ref bool shouldReturn)
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool preMultiplyAlpha)
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{
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texture = LoadTexture(this.file);
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preMultipliedAlpha = preMultiplyAlpha;
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texture = LoadTexture(this.file, preMultiplyAlpha);
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if (texture == null)
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{
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@@ -47,23 +51,39 @@ namespace Barotrauma
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if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
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}
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public void ReloadTexture()
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{
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var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList();
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texture.Dispose();
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texture = null;
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texture = TextureLoader.FromFile(file, preMultipliedAlpha);
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foreach (Sprite sprite in sprites)
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{
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sprite.texture = texture;
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}
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}
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partial void CalculateSourceRect()
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{
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sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
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}
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public static Texture2D LoadTexture(string file)
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public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
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{
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if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); }
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file = Path.GetFullPath(file);
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foreach (Sprite s in list)
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{
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if (s.file == file) return s.texture;
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if (string.IsNullOrEmpty(s.FilePath)) continue;
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if (Path.GetFullPath(s.file) == file) return s.texture;
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}
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if (File.Exists(file))
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{
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ToolBox.IsProperFilenameCase(file);
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return TextureLoader.FromFile(file);
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return TextureLoader.FromFile(file, preMultiplyAlpha);
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}
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else
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{
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@@ -118,15 +138,18 @@ namespace Barotrauma
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Vector2 scale = textureScale ?? Vector2.One;
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Color drawColor = color ?? Color.White;
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bool flipHorizontal = (effects & SpriteEffects.FlipHorizontally) != 0;
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bool flipVertical = (effects & SpriteEffects.FlipVertically) != 0;
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//wrap the drawOffset inside the sourceRect
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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if (flipHorizontal)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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drawOffset.X += (sourceRect.Width * scale.X - diff) / scale.X;
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}
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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if (flipVertical)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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drawOffset.Y += (sourceRect.Height * scale.Y - diff) / scale.Y;
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@@ -141,6 +164,7 @@ namespace Barotrauma
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Vector2 currDrawPosition = position - drawOffset;
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//which part of the texture we are currently drawing
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Rectangle texPerspective = sourceRect;
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for (int x = 0; x < xTiles; x++)
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{
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@@ -154,7 +178,7 @@ namespace Barotrauma
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float diff = (position.X - currDrawPosition.X);
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currDrawPosition.X += diff;
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texPerspective.Width -= (int)diff;
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if (!effects.HasFlag(SpriteEffects.FlipHorizontally))
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if (!flipHorizontal)
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{
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texPerspective.X += (int)diff;
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}
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@@ -162,7 +186,7 @@ namespace Barotrauma
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//drawing an offset flipped sprite, need to draw an extra slice to the left side
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if (currDrawPosition.X > position.X && x == 0)
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{
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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if (flipHorizontal)
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{
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int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
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@@ -172,7 +196,7 @@ namespace Barotrauma
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sliceRect.X = SourceRect.X;
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sliceRect.Width = (int)(sliceWidth / scale.X);
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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if (flipVertical)
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{
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slicePos.Y += size.Y;
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}
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@@ -186,7 +210,7 @@ namespace Barotrauma
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{
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int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
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texPerspective.Width -= diff;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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if (flipHorizontal)
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{
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texPerspective.X += diff;
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}
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@@ -205,7 +229,7 @@ namespace Barotrauma
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float diff = (position.Y - currDrawPosition.Y);
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currDrawPosition.Y += diff;
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texPerspective.Height -= (int)diff;
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if (!effects.HasFlag(SpriteEffects.FlipVertically))
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if (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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@@ -214,7 +238,7 @@ namespace Barotrauma
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//drawing an offset flipped sprite, need to draw an extra slice to the top
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if (currDrawPosition.Y > position.Y && y == 0)
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{
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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if (flipVertical)
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{
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int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
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@@ -235,7 +259,7 @@ namespace Barotrauma
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{
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int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
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texPerspective.Height -= diff;
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if (effects.HasFlag(SpriteEffects.FlipVertically))
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if (flipVertical)
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{
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texPerspective.Y += diff;
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}
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@@ -256,9 +280,11 @@ namespace Barotrauma
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//check if another sprite is using the same texture
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if (!string.IsNullOrEmpty(file)) //file can be empty if the sprite is created directly from a Texture2D instance
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{
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string normalizedFilePath = Path.GetFullPath(file);
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foreach (Sprite s in list)
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{
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if (s.file == file) return;
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if (string.IsNullOrEmpty(s.file)) continue;
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if (Path.GetFullPath(s.file) == normalizedFilePath) return;
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}
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}
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