Rework multi-resolution sprite handling:
- Sprite.Bounds now refers to rectangles in the source image. Use this when copying pixels, etc. - Sprite.Size now refers to sizes in effective pixel coordinates. Use this when rendering. - Sheet.DPIScale has been removed. - "Density" term is introduced to refer to the number of artwork pixels per effective pixel.
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@@ -164,8 +164,8 @@ namespace OpenRA.Mods.Common.Widgets
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(mixerSprite, RenderOrigin, new float2(RenderBounds.Size));
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var sprite = ChromeProvider.GetImage("lobby-bits", "colorpicker");
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var pos = RenderOrigin + PxFromValue() - new int2(sprite.Bounds.Width, sprite.Bounds.Height) / 2;
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WidgetUtils.FillEllipseWithColor(new Rectangle(pos.X + 1, pos.Y + 1, sprite.Bounds.Width - 2, sprite.Bounds.Height - 2), Color);
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var pos = RenderOrigin + PxFromValue() - new int2((int)sprite.Size.X, (int)sprite.Size.Y) / 2;
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WidgetUtils.FillEllipseWithColor(new Rectangle(pos.X + 1, pos.Y + 1, (int)sprite.Size.X - 2, (int)sprite.Size.Y - 2), Color);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos);
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}
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