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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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Widgets
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(hueSprite, ro, new float2(rb.Size));
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var sprite = ChromeProvider.GetImage("lobby-bits", "huepicker");
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var pos = RenderOrigin + new int2(PxFromValue(Value).Clamp(0, rb.Width - 1) - sprite.Bounds.Width / 2, (rb.Height - sprite.Bounds.Height) / 2);
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var pos = RenderOrigin + new int2(PxFromValue(Value).Clamp(0, rb.Width - 1) - (int)sprite.Size.X / 2, (rb.Height - (int)sprite.Size.Y) / 2);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos);
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}
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}
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