Generalize SheetBuilder overflow behavior.
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@@ -15,11 +15,8 @@ namespace OpenRA.Graphics
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{
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public class SheetOverflowException : Exception
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{
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public SheetOverflowException()
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: base("Sprite sequence spans multiple sheets.\n"+
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"This should be considered as a bug, but you "+
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"can increase the Graphics.SheetSize setting "+
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"to temporarily avoid the problem.") {}
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public SheetOverflowException(string message)
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: base(message) {}
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}
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public enum SheetType
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@@ -36,28 +33,38 @@ namespace OpenRA.Graphics
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SheetType type;
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int rowHeight = 0;
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Point p;
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Func<Sheet> allocateSheet;
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internal SheetBuilder(SheetType t)
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public static Sheet AllocateSheet()
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{
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current = new Sheet(new Size(Renderer.SheetSize, Renderer.SheetSize));;
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channel = TextureChannel.Red;
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type = t;
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return new Sheet(new Size(Renderer.SheetSize, Renderer.SheetSize));;
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}
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public Sprite Add(byte[] src, Size size, bool allowSheetOverflow)
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internal SheetBuilder(SheetType t)
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: this(t, AllocateSheet) {}
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internal SheetBuilder(SheetType t, Func<Sheet> allocateSheet)
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{
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var rect = Allocate(size, allowSheetOverflow);
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channel = TextureChannel.Red;
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type = t;
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current = allocateSheet();
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this.allocateSheet = allocateSheet;
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}
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public Sprite Add(byte[] src, Size size)
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{
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var rect = Allocate(size);
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Util.FastCopyIntoChannel(rect, src);
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return rect;
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}
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public Sprite Add(Size size, byte paletteIndex, bool allowSheetOverflow)
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public Sprite Add(Size size, byte paletteIndex)
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{
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var data = new byte[size.Width * size.Height];
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for (var i = 0; i < data.Length; i++)
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data[i] = paletteIndex;
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return Add(data, size, allowSheetOverflow);
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return Add(data, size);
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}
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TextureChannel? NextChannel(TextureChannel t)
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@@ -69,7 +76,7 @@ namespace OpenRA.Graphics
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return (TextureChannel)nextChannel;
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}
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public Sprite Allocate(Size imageSize, bool allowSheetOverflow)
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public Sprite Allocate(Size imageSize)
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{
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if (imageSize.Width + p.X > current.Size.Width)
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{
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@@ -85,10 +92,7 @@ namespace OpenRA.Graphics
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var next = NextChannel(channel);
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if (next == null)
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{
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if (!allowSheetOverflow)
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throw new SheetOverflowException();
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current = new Sheet(new Size(Renderer.SheetSize, Renderer.SheetSize));
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current = allocateSheet();
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channel = TextureChannel.Red;
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}
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else
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