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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@@ -191,10 +191,10 @@ namespace OpenRA.Mods.Common.Widgets
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var owned = colors.ContainsKey(p);
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var pos = ConvertToPreview(p, gridType);
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var sprite = owned ? spawnClaimed : spawnUnclaimed;
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var offset = new int2(sprite.Bounds.Width, sprite.Bounds.Height) / 2;
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var offset = sprite.Size.XY.ToInt2() / 2;
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if (owned)
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WidgetUtils.FillEllipseWithColor(new Rectangle(pos.X - offset.X + 1, pos.Y - offset.Y + 1, sprite.Bounds.Width - 2, sprite.Bounds.Height - 2), colors[p]);
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WidgetUtils.FillEllipseWithColor(new Rectangle(pos.X - offset.X + 1, pos.Y - offset.Y + 1, (int)sprite.Size.X - 2, (int)sprite.Size.Y - 2), colors[p]);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(sprite, pos - offset);
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var number = Convert.ToChar('A' + spawnPoints.IndexOf(p)).ToString();
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