(77d1794a) Tester's build January 10th, 2020
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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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using System.Collections.Generic;
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namespace Barotrauma
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{
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public partial class Sprite
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{
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private bool cannotBeLoaded;
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protected Texture2D texture;
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public Texture2D Texture
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{
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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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{
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this.texture = texture;
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sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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offset = newOffset ?? Vector2.Zero;
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = Vector2.Zero;
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effects = SpriteEffects.None;
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rotation = newRotation;
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AddToList(this);
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}
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn)
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{
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texture = LoadTexture(this.FilePath);
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if (texture == null)
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{
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shouldReturn = true;
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return;
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}
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if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width;
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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 || cannotBeLoaded) { 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);
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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 LoadedSprites)
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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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if (texture == null)
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{
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cannotBeLoaded = true;
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}
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}
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public void ReloadTexture(bool updateAllSprites = false) => ReloadTexture(updateAllSprites ? LoadedSprites.Where(s => s.Texture == texture) : new Sprite[] { this });
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public void ReloadTexture(IEnumerable<Sprite> spritesToUpdate)
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{
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texture.Dispose();
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texture = TextureLoader.FromFile(FilePath);
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foreach (Sprite sprite in spritesToUpdate)
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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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{
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if (string.IsNullOrWhiteSpace(file))
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{
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Texture2D t = null;
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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t = new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1);
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});
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return t;
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}
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file = Path.GetFullPath(file);
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foreach (Sprite s in LoadedSprites)
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{
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if (s.FullPath == file && s.texture != null && !s.texture.IsDisposed) { 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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}
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else
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{
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DebugConsole.ThrowError("Sprite \"" + file + "\" not found!");
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}
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return null;
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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{
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this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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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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//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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/// <summary>
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/// Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it)
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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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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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{
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spriteBatch.Draw(texture, pos + offset + new Vector2(x, y), sourceRect, Color.Black, rotation + rotate, origin, scale, spriteEffect, (depth ?? this.depth) + 0.01f);
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}
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}
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}
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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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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 (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 (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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}
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
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//where the current tile is being drawn;
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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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texPerspective.X = sourceRect.X;
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texPerspective.Width = sourceRect.Width;
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texPerspective.Height = sourceRect.Height;
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//offset to the left, draw a partial slice
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if (currDrawPosition.X < position.X)
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{
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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 (!flipHorizontal)
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{
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texPerspective.X += (int)diff;
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}
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}
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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 (flipHorizontal)
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{
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int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
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Vector2 slicePos = currDrawPosition;
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slicePos.X = position.X;
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Rectangle sliceRect = texPerspective;
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sliceRect.X = SourceRect.X;
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sliceRect.Width = (int)(sliceWidth / scale.X);
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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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spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.X = slicePos.X + sliceWidth;
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}
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}
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//make sure the rightmost tiles don't go over the right side
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if (x == xTiles - 1)
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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 (flipHorizontal)
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{
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texPerspective.X += diff;
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}
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}
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currDrawPosition.Y = position.Y - drawOffset.Y;
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for (int y = 0; y < yTiles; y++)
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{
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texPerspective.Y = sourceRect.Y;
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texPerspective.Height = sourceRect.Height;
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//offset above the top, draw a partial slice
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if (currDrawPosition.Y < position.Y)
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{
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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 (!flipVertical)
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{
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texPerspective.Y += (int)diff;
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}
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}
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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 (flipVertical)
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{
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int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
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Vector2 slicePos = currDrawPosition;
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slicePos.Y = position.Y;
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Rectangle sliceRect = texPerspective;
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sliceRect.Y = SourceRect.Y;
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sliceRect.Height = (int)(sliceHeight / scale.Y);
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spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.Y = slicePos.Y + sliceHeight;
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}
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}
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//make sure the bottommost tiles don't go over the bottom
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if (y == yTiles - 1)
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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 (flipVertical)
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{
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texPerspective.Y += diff;
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}
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}
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spriteBatch.Draw(texture, currDrawPosition,
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texPerspective, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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currDrawPosition.Y += texPerspective.Height * scale.Y;
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}
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currDrawPosition.X += texPerspective.Width * scale.X;
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}
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}
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partial void DisposeTexture()
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{
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//check if another sprite is using the same texture
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if (!string.IsNullOrEmpty(FilePath)) //file can be empty if the sprite is created directly from a Texture2D instance
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{
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lock (list)
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{
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foreach (Sprite s in LoadedSprites)
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{
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if (s.FullPath == FullPath) return;
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}
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}
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}
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//if not, free the texture
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if (texture != null)
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{
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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texture.Dispose();
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});
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texture = null;
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}
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}
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}
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}
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