(d041dfb1b) Implemented lazy sprite loading (= the texture isn't loaded until it's accessed for the first time). Atm only used in LevelObjectPrefabs and location portraits.
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@@ -14,7 +14,11 @@ namespace Barotrauma
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public Texture2D Texture
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{
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get { return texture; }
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get
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{
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EnsureLazyLoaded();
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return texture;
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}
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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@@ -51,6 +55,28 @@ 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 EnsureLazyLoaded()
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{
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if (!lazyLoad || texture != null) { return; }
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Vector4 sourceVector = Vector4.Zero;
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bool temp2 = false;
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LoadTexture(ref sourceVector, ref temp2, preMultipliedAlpha);
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if (sourceRect.Width == 0 && sourceRect.Height == 0)
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{
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
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}
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foreach (Sprite s in list)
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{
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if (s == this) { continue; }
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if (s.FullPath == FullPath && s.texture != null) { s.texture = texture; }
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}
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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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@@ -72,11 +98,12 @@ namespace Barotrauma
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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.FullPath == file) return s.texture;
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if (s.FullPath == file && s.texture != null) { return s.texture; }
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}
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if (File.Exists(file))
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@@ -109,7 +136,7 @@ namespace Barotrauma
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (texture == null) return;
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if (Texture == null) { return; }
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
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}
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@@ -119,7 +146,7 @@ namespace Barotrauma
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/// </summary>
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public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (texture == null) return;
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if (Texture == null) { return; }
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for (int x = -1; x <= 1; x += 2)
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{
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for (int y = -1; y <= 1; y += 2)
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@@ -132,6 +159,7 @@ namespace Barotrauma
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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if (Texture == null) { return; }
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//Init optional values
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Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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