Tidy Sprite.
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@@ -17,52 +17,47 @@ namespace OpenRA.Graphics
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public readonly Rectangle bounds;
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public readonly Rectangle bounds;
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public readonly Sheet sheet;
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public readonly Sheet sheet;
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public readonly TextureChannel channel;
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public readonly TextureChannel channel;
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public readonly RectangleF uv;
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public readonly float2 size;
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public readonly float2 size;
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readonly float2[] textureCoords;
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readonly float2[] uvhax;
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel)
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel)
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{
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{
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this.bounds = bounds;
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this.bounds = bounds;
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this.sheet = sheet;
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this.sheet = sheet;
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this.channel = channel;
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this.channel = channel;
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uv = new RectangleF(
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(float)(bounds.Left) / sheet.Size.Width,
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(float)(bounds.Top) / sheet.Size.Height,
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(float)(bounds.Width) / sheet.Size.Width,
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(float)(bounds.Height) / sheet.Size.Height);
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uvhax = new float2[]
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{
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new float2( uv.Left, uv.Top ),
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new float2( uv.Right, uv.Top ),
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new float2( uv.Left, uv.Bottom ),
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new float2( uv.Right, uv.Bottom ),
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};
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this.size = new float2(bounds.Size);
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this.size = new float2(bounds.Size);
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var left = (float)(bounds.Left) / sheet.Size.Width;
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var top = (float)(bounds.Top) / sheet.Size.Height;
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var right = (float)(bounds.Right) / sheet.Size.Width;
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var bottom = (float)(bounds.Bottom) / sheet.Size.Height;
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textureCoords = new float2[]
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{
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new float2(left, top),
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new float2(right, top),
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new float2(left, bottom),
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new float2(right, bottom),
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};
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}
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}
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public float2 FastMapTextureCoords(int k)
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public float2 FastMapTextureCoords(int k)
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{
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{
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return uvhax[ k ];
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return textureCoords[k];
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}
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}
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public void DrawAt(WorldRenderer wr, float2 location, string palette)
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public void DrawAt(WorldRenderer wr, float2 location, string palette)
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{
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite( this, location, wr, palette, this.size );
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Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, wr, palette, size);
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}
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}
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public void DrawAt(float2 location, int paletteIndex)
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public void DrawAt(float2 location, int paletteIndex)
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{
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite( this, location, paletteIndex, this.size );
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Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, paletteIndex, size);
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}
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}
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public void DrawAt(float2 location, int paletteIndex, float scale)
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public void DrawAt(float2 location, int paletteIndex, float scale)
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{
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, paletteIndex, this.size * scale);
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Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, paletteIndex, size*scale);
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}
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}
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public void DrawAt(float2 location, int paletteIndex, float2 size)
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public void DrawAt(float2 location, int paletteIndex, float2 size)
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