Remove unnecessary uses of System.Drawing primitives.
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@@ -78,16 +78,6 @@ namespace OpenRA
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return val;
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}
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public static bool Contains(this Rectangle r, int2 p)
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{
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return r.Contains(p.ToPoint());
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}
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public static bool Contains(this RectangleF r, int2 p)
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{
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return r.Contains(p.ToPointF());
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}
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static int WindingDirectionTest(int2 v0, int2 v1, int2 p)
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{
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return (v1.X - v0.X) * (p.Y - v0.Y) - (p.X - v0.X) * (v1.Y - v0.Y);
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@@ -23,13 +23,8 @@ namespace OpenRA
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public readonly float X, Y;
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public float2(float x, float y) { X = x; Y = y; }
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public float2(PointF p) { X = p.X; Y = p.Y; }
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public float2(Point p) { X = p.X; Y = p.Y; }
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public float2(Size p) { X = p.Width; Y = p.Height; }
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public float2(SizeF p) { X = p.Width; Y = p.Height; }
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public PointF ToPointF() { return new PointF(X, Y); }
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public SizeF ToSizeF() { return new SizeF(X, Y); }
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public float2(int2 p) { X = p.X; Y = p.Y; }
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public static implicit operator float2(int2 src) { return new float2(src.X, src.Y); }
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@@ -20,7 +20,6 @@ namespace OpenRA
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{
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public readonly int X, Y;
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public int2(int x, int y) { X = x; Y = y; }
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public int2(Point p) { X = p.X; Y = p.Y; }
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public int2(Size p) { X = p.Width; Y = p.Height; }
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public static int2 operator +(int2 a, int2 b) { return new int2(a.X + b.X, a.Y + b.Y); }
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@@ -60,8 +59,6 @@ namespace OpenRA
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public static int2 Min(int2 a, int2 b) { return new int2(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
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public static readonly int2 Zero = new int2(0, 0);
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public Point ToPoint() { return new Point(X, Y); }
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public PointF ToPointF() { return new PointF(X, Y); }
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public float2 ToFloat2() { return new float2(X, Y); }
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// Change endianness of a uint32
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@@ -87,5 +84,16 @@ namespace OpenRA
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}
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public static int Dot(int2 a, int2 b) { return a.X * b.X + a.Y * b.Y; }
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// Temporary shims that will be removed when System.Drawing.Rectangle is replaced with our own implementation
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public static implicit operator Point(int2 xy)
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{
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return new Point(xy.X, xy.Y);
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}
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public static implicit operator int2(Point xy)
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{
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return new int2(xy.X, xy.Y);
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}
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}
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}
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@@ -178,7 +178,7 @@ namespace OpenRA.Mods.Common.Widgets
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var drawBounds = backgroundRect.InflateBy(-BorderWidth, -BorderWidth, -BorderWidth, -BorderWidth);
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Game.Renderer.EnableScissor(drawBounds);
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drawBounds.Offset((-ChildOrigin).ToPoint());
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drawBounds.Offset(-ChildOrigin);
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foreach (var child in Children)
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if (child.Bounds.IntersectsWith(drawBounds))
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child.DrawOuter();
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