Use out var syntax
This commit is contained in:
@@ -242,8 +242,7 @@ namespace OpenRA.Platforms.Default
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atten = 0.66f * ((PoolSize - activeCount * 0.5f) / PoolSize);
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}
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uint source;
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if (!TryGetSourceFromPool(out source))
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if (!TryGetSourceFromPool(out var source))
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return null;
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var slot = sourcePool[source];
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@@ -259,8 +258,7 @@ namespace OpenRA.Platforms.Default
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{
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var currFrame = Game.LocalTick;
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uint source;
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if (!TryGetSourceFromPool(out source))
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if (!TryGetSourceFromPool(out var source))
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return null;
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var slot = sourcePool[source];
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@@ -295,8 +293,7 @@ namespace OpenRA.Platforms.Default
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void PauseSound(uint source, bool paused)
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{
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int state;
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AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(source, AL10.AL_SOURCE_STATE, out var state);
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if (paused)
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{
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if (state == AL10.AL_PLAYING)
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@@ -317,8 +314,7 @@ namespace OpenRA.Platforms.Default
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{
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var sounds = sourcePool.Keys.Where(key =>
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{
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int state;
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AL10.alGetSourcei(key, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(key, AL10.AL_SOURCE_STATE, out var state);
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return (state == AL10.AL_PLAYING || state == AL10.AL_PAUSED) &&
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(music == null || key != ((OpenAlSound)music).Source) &&
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(video == null || key != ((OpenAlSound)video).Source);
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@@ -449,7 +445,7 @@ namespace OpenRA.Platforms.Default
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public float Volume
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{
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get { float volume; AL10.alGetSourcef(Source, AL10.AL_GAIN, out volume); return volume; }
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get { AL10.alGetSourcef(Source, AL10.AL_GAIN, out var volume); return volume; }
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set { AL10.alSourcef(Source, AL10.AL_GAIN, value); }
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}
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@@ -457,8 +453,7 @@ namespace OpenRA.Platforms.Default
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{
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get
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{
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int sampleOffset;
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AL10.alGetSourcei(Source, AL11.AL_SAMPLE_OFFSET, out sampleOffset);
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AL10.alGetSourcei(Source, AL11.AL_SAMPLE_OFFSET, out var sampleOffset);
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return sampleOffset / SampleRate;
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}
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}
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@@ -467,8 +462,7 @@ namespace OpenRA.Platforms.Default
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{
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get
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{
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int state;
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
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return state == AL10.AL_STOPPED;
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}
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}
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@@ -480,8 +474,7 @@ namespace OpenRA.Platforms.Default
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protected void StopSource()
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{
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int state;
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
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if (state == AL10.AL_PLAYING || state == AL10.AL_PAUSED)
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AL10.alSourceStop(Source);
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}
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@@ -554,8 +547,7 @@ namespace OpenRA.Platforms.Default
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// TODO: A race condition can happen between the state check and playing/rewinding if a
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// user pauses/resumes at the right moment. The window of opportunity is small and the
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// consequences are minor, so for now we'll ignore it.
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int state;
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
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if (state != AL10.AL_STOPPED)
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AL10.alSourcePlay(source);
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else
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@@ -575,8 +567,7 @@ namespace OpenRA.Platforms.Default
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// has stopped.
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var currentSeek = SeekPosition;
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int state;
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out state);
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AL10.alGetSourcei(Source, AL10.AL_SOURCE_STATE, out var state);
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if (state == AL10.AL_STOPPED)
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break;
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@@ -719,8 +719,7 @@ namespace OpenRA.Platforms.Default
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if (Profile != GLProfile.Legacy)
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{
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int extensionCount;
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glGetIntegerv(GL_NUM_EXTENSIONS, out extensionCount);
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glGetIntegerv(GL_NUM_EXTENSIONS, out var extensionCount);
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for (var i = 0; i < extensionCount; i++)
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Log.Write("graphics", glGetStringi(GL_EXTENSIONS, (uint)i));
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}
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@@ -40,8 +40,7 @@ namespace OpenRA.Platforms.Default
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if (OpenGL.Profile != GLProfile.Legacy)
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{
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uint vao;
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OpenGL.glGenVertexArrays(1, out vao);
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OpenGL.glGenVertexArrays(1, out var vao);
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OpenGL.CheckGLError();
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OpenGL.glBindVertexArray(vao);
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OpenGL.CheckGLError();
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@@ -67,8 +67,7 @@ namespace OpenRA.Platforms.Default
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inputHandler.ModifierKeys(mods);
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MouseInput? pendingMotion = null;
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SDL.SDL_Event e;
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while (SDL.SDL_PollEvent(out e) != 0)
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while (SDL.SDL_PollEvent(out var e) != 0)
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{
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switch (e.type)
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{
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@@ -160,8 +159,7 @@ namespace OpenRA.Platforms.Default
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case SDL.SDL_EventType.SDL_MOUSEWHEEL:
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{
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int x, y;
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SDL.SDL_GetMouseState(out x, out y);
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SDL.SDL_GetMouseState(out var x, out var y);
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var pos = EventPosition(device, x, y);
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inputHandler.OnMouseInput(new MouseInput(MouseInputEvent.Scroll, MouseButton.None, pos, new int2(0, e.wheel.y), mods, 0));
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@@ -167,16 +167,14 @@ namespace OpenRA.Platforms.Default
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if (videoDisplay < 0 || videoDisplay >= DisplayCount)
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videoDisplay = 0;
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SDL.SDL_DisplayMode display;
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SDL.SDL_GetCurrentDisplayMode(videoDisplay, out display);
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SDL.SDL_GetCurrentDisplayMode(videoDisplay, out var display);
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// Windows and Linux define window sizes in native pixel units.
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// Query the display/dpi scale so we can convert our requested effective size to pixels.
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// This is not necessary on macOS, which defines window sizes in effective units ("points").
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if (Platform.CurrentPlatform == PlatformType.Windows)
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{
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float ddpi, hdpi, vdpi;
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out ddpi, out hdpi, out vdpi) == 0)
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out var hdpi, out var vdpi) == 0)
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windowScale = ddpi / 96;
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}
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else if (Platform.CurrentPlatform != PlatformType.OSX)
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@@ -195,9 +193,8 @@ namespace OpenRA.Platforms.Default
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var p = Process.Start(psi);
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var lines = p.StandardOutput.ReadToEnd().Split('\n');
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int dpi;
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foreach (var line in lines)
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if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out dpi))
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if (line.StartsWith("Xft.dpi") && int.TryParse(line.Substring(8), out var dpi))
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windowScale = dpi / 96f;
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}
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catch { }
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@@ -228,8 +225,7 @@ namespace OpenRA.Platforms.Default
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// (if dark mode is enabled) unless we drain the event queue before initializing GL
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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SDL.SDL_Event e;
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while (SDL.SDL_PollEvent(out e) != 0)
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while (SDL.SDL_PollEvent(out var e) != 0)
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{
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// We can safely ignore all mouse/keyboard events and window size changes
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// (these will be caught in the window setup below), but do need to process focus
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@@ -254,9 +250,7 @@ namespace OpenRA.Platforms.Default
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{
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// OSX defines the window size in "points", with a device-dependent number of pixels per point.
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// The window scale is simply the ratio of GL pixels / window points.
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int width, height;
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SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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surfaceSize = new Size(width, height);
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windowScale = width * 1f / windowSize.Width;
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}
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@@ -282,8 +276,7 @@ namespace OpenRA.Platforms.Default
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// This is usually not what the player wants, but is the best we can consistently do.
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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int width, height;
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SDL.SDL_GetWindowSize(Window, out width, out height);
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SDL.SDL_GetWindowSize(Window, out var width, out var height);
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windowSize = surfaceSize = new Size(width, height);
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windowScale = 1;
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}
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@@ -380,8 +373,7 @@ namespace OpenRA.Platforms.Default
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{
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if (mode)
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{
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int x, y;
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SDL.SDL_GetMouseState(out x, out y);
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SDL.SDL_GetMouseState(out var x, out var y);
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lockedMousePosition = new int2(x, y);
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}
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else
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@@ -399,8 +391,7 @@ namespace OpenRA.Platforms.Default
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// We need to recalculate our scale to account for the potential change in the actual rendered area
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if (Platform.CurrentPlatform == PlatformType.OSX)
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{
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int width, height;
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SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
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SDL.SDL_GL_GetDrawableSize(Window, out var width, out var height);
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if (width != SurfaceSize.Width || height != SurfaceSize.Height)
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{
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@@ -51,16 +51,13 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glCompileShader(shader);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
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OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out var success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetShaderInfoLog(shader, len, out length, log);
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OpenGL.glGetShaderInfoLog(shader, len, out var length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
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@@ -100,17 +97,14 @@ namespace OpenRA.Platforms.Default
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OpenGL.glLinkProgram(program);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
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OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out var success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetProgramInfoLog(program, len, out length, log);
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OpenGL.glGetProgramInfoLog(program, len, out var length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
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}
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@@ -118,18 +112,15 @@ namespace OpenRA.Platforms.Default
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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int numUniforms;
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OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
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OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out var numUniforms);
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OpenGL.CheckGLError();
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var nextTexUnit = 0;
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for (var i = 0; i < numUniforms; i++)
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{
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int length, size;
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int type;
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var sb = new StringBuilder(128);
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OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
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OpenGL.glGetActiveUniform(program, i, 128, out var length, out var size, out var type, sb);
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var sampler = sb.ToString();
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OpenGL.CheckGLError();
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@@ -172,8 +163,7 @@ namespace OpenRA.Platforms.Default
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OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture.ID);
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// Work around missing textureSize GLSL function by explicitly tracking sizes in a uniform
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int param;
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if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out param))
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if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out var param))
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{
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OpenGL.glUniform2f(param, texture.Size.Width, texture.Size.Height);
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OpenGL.CheckGLError();
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@@ -195,8 +185,7 @@ namespace OpenRA.Platforms.Default
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if (t == null)
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return;
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int texUnit;
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if (samplers.TryGetValue(name, out texUnit))
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if (samplers.TryGetValue(name, out var texUnit))
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textures[texUnit] = t;
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}
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@@ -122,11 +122,9 @@ namespace OpenRA.Platforms.Default
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if (OpenGL.Profile == GLProfile.Embedded)
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{
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// Query the active framebuffer so we can restore it afterwards
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int lastFramebuffer;
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OpenGL.glGetIntegerv(OpenGL.GL_FRAMEBUFFER_BINDING, out lastFramebuffer);
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OpenGL.glGetIntegerv(OpenGL.GL_FRAMEBUFFER_BINDING, out var lastFramebuffer);
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uint framebuffer;
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OpenGL.glGenFramebuffers(1, out framebuffer);
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OpenGL.glGenFramebuffers(1, out var framebuffer);
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OpenGL.glBindFramebuffer(OpenGL.GL_FRAMEBUFFER, framebuffer);
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OpenGL.CheckGLError();
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