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reformat and cleanup

This commit is contained in:
Ell 2021-12-28 14:56:11 +01:00
parent b4f79f0753
commit 29bbd61f8b
47 changed files with 468 additions and 476 deletions

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@ -75,22 +75,22 @@
<PackageReference Include="TextCopy" Version="4.3.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Demos\Demos.csproj">
<Project>{1bc4682b-aa14-4937-b5c7-707e20fe88ff}</Project>
<Name>Demos</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM.Startup\MLEM.Startup.csproj">
<Project>{997f4739-7bec-4621-b9ca-68deb2d74412}</Project>
<Name>MLEM.Startup</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.csproj">
<Project>{6f00629a-8b87-4264-8896-19983285e32f}</Project>
<Name>MLEM.Ui</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM\MLEM.csproj">
<Project>{1d6ab762-43c4-4775-8924-707c7ec3f142}</Project>
<Name>MLEM</Name>
</ProjectReference>
<ProjectReference Include="..\Demos\Demos.csproj">
<Project>{1bc4682b-aa14-4937-b5c7-707e20fe88ff}</Project>
<Name>Demos</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM.Startup\MLEM.Startup.csproj">
<Project>{997f4739-7bec-4621-b9ca-68deb2d74412}</Project>
<Name>MLEM.Startup</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.csproj">
<Project>{6f00629a-8b87-4264-8896-19983285e32f}</Project>
<Name>MLEM.Ui</Name>
</ProjectReference>
<ProjectReference Include="..\MLEM\MLEM.csproj">
<Project>{1d6ab762-43c4-4775-8924-707c7ec3f142}</Project>
<Name>MLEM</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
</Project>

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@ -16,8 +16,7 @@ namespace Demos {
private Group buttons;
private bool stop;
public AnimationDemo(MlemGame game) : base(game) {
}
public AnimationDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
base.LoadContent();

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@ -15,8 +15,7 @@ namespace Demos {
private Texture2D texture;
private string[] layout;
public AutoTilingDemo(MlemGame game) : base(game) {
}
public AutoTilingDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
base.LoadContent();

View file

@ -19,17 +19,13 @@ namespace Demos {
this.Game = game;
}
public virtual void LoadContent() {
}
public virtual void LoadContent() {}
public virtual void Update(GameTime time) {
}
public virtual void Update(GameTime time) {}
public virtual void DoDraw(GameTime time) {
}
public virtual void DoDraw(GameTime time) {}
public virtual void Clear() {
}
public virtual void Clear() {}
public static T LoadContent<T>(string name) {
return MlemGame.LoadContent<T>(name);

View file

@ -19,8 +19,7 @@ namespace Demos {
private int current;
private float progress;
public EasingsDemo(MlemGame game) : base(game) {
}
public EasingsDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
base.LoadContent();

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@ -18,8 +18,7 @@ namespace Demos {
private List<Point> path;
private Button regenerateButton;
public PathfindingDemo(MlemGame game) : base(game) {
}
public PathfindingDemo(MlemGame game) : base(game) {}
private async void Init() {
this.path = null;

View file

@ -23,8 +23,7 @@ namespace Demos {
private NinePatch testPatch;
private Panel root;
public UiDemo(MlemGame game) : base(game) {
}
public UiDemo(MlemGame game) : base(game) {}
public override void LoadContent() {
this.testTexture = LoadContent<Texture2D>("Textures/Test");

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@ -76,8 +76,7 @@ namespace MLEM.Data.Content {
r.Name = assetName;
return t;
}
} catch (FileNotFoundException) {
}
} catch (FileNotFoundException) {}
}
}
throw new ContentLoadException($"Asset {assetName} not found. Tried files {string.Join(", ", triedFiles)}");
@ -96,8 +95,7 @@ namespace MLEM.Data.Content {
/// <summary>
/// Initializes the component. Used to load non-graphical resources.
/// </summary>
public void Initialize() {
}
public void Initialize() {}
private static List<RawContentReader> CollectContentReaders() {
var ret = new List<RawContentReader>();

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@ -68,8 +68,7 @@ namespace MLEM.Data {
using (var reader = new JsonTextReader(stream))
return serializerToUse.Deserialize<T>(reader);
}
} catch (FileNotFoundException) {
}
} catch (FileNotFoundException) {}
}
throw new ContentLoadException($"Asset {name} not found. Tried files {string.Join(", ", triedFiles)}");
}

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@ -110,7 +110,5 @@ namespace MLEM.Data {
/// An attribute that, when added to a constructor, will make that constructor the one used by <see cref="CopyExtensions.Copy{T}"/>, <see cref="CopyExtensions.DeepCopy{T}"/> and <see cref="CopyExtensions.DeepCopyInto{T}"/>.
/// </summary>
[AttributeUsage(AttributeTargets.Constructor)]
public class CopyConstructorAttribute : Attribute {
}
public class CopyConstructorAttribute : Attribute {}
}

View file

@ -29,9 +29,7 @@ namespace MLEM.Data.Json {
/// </summary>
/// <param name="type">The type that the dictionary is declared in</param>
/// <param name="memberName">The name of the dictionary itself</param>
public StaticJsonConverter(Type type, string memberName) :
this(GetEntries(type, memberName)) {
}
public StaticJsonConverter(Type type, string memberName) : this(GetEntries(type, memberName)) {}
/// <summary>Writes the JSON representation of the object.</summary>
/// <param name="writer">The <see cref="T:Newtonsoft.Json.JsonWriter" /> to write to.</param>

View file

@ -38,7 +38,7 @@ namespace MLEM.Extended.Font {
}
/// <inheritdoc />
protected override void DrawChar(SpriteBatch batch,string cString, Vector2 position, Color color, float rotation, Vector2 scale, SpriteEffects effects, float layerDepth) {
protected override void DrawChar(SpriteBatch batch, string cString, Vector2 position, Color color, float rotation, Vector2 scale, SpriteEffects effects, float layerDepth) {
this.Font.DrawText(batch, cString, position, color, scale, rotation, Vector2.Zero, layerDepth);
}

View file

@ -25,7 +25,7 @@
<ItemGroup>
<Content Include="content\**\*" Exclude="content\**\.DS_Store;content\**\bin;content\**\obj" />
<Compile Remove="**\*" />
<None Include="../Media/Logo.png" Pack="true" PackagePath=""/>
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
</ItemGroup>

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@ -32,9 +32,7 @@ namespace MLEM.Ui.Elements {
/// <param name="size">The image's size</param>
/// <param name="animation">The sprite group to display</param>
/// <param name="scaleToImage">Whether this image element should scale to the texture</param>
public SpriteAnimationImage(Anchor anchor, Vector2 size, SpriteAnimation animation, bool scaleToImage = false) :
this(anchor, size, new SpriteAnimationGroup().Add(animation, () => true), scaleToImage) {
}
public SpriteAnimationImage(Anchor anchor, Vector2 size, SpriteAnimation animation, bool scaleToImage = false) : this(anchor, size, new SpriteAnimationGroup().Add(animation, () => true), scaleToImage) {}
/// <inheritdoc />
public override void Update(GameTime time) {

View file

@ -16,8 +16,7 @@ namespace MLEM.Ui.Elements {
/// </summary>
/// <param name="anchor">The group's anchor.</param>
/// <param name="size">The group's size.</param>
public SquishingGroup(Anchor anchor, Vector2 size) : base(anchor, size, false) {
}
public SquishingGroup(Anchor anchor, Vector2 size) : base(anchor, size, false) {}
/// <inheritdoc />
public override void SetAreaAndUpdateChildren(RectangleF area) {

View file

@ -27,8 +27,7 @@ namespace MLEM.Ui.Style {
/// To create a style property with a lower priority, use <see cref="OrStyle(T,byte)"/> on an existing priority, or use <see cref="None"/>.
/// </summary>
/// <param name="value">The custom style to apply</param>
public StyleProp(T value) : this(value, byte.MaxValue) {
}
public StyleProp(T value) : this(value, byte.MaxValue) {}
private StyleProp(T value, byte priority) {
this.Value = value;

View file

@ -380,21 +380,65 @@ namespace MLEM.Ui {
root.Element.AndChildren(action);
}
internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) => this.OnElementDrawn?.Invoke(element, time, batch, alpha);
internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) => this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha);
internal void InvokeOnElementUpdated(Element element, GameTime time) => this.OnElementUpdated?.Invoke(element, time);
internal void InvokeOnElementAreaUpdated(Element element) => this.OnElementAreaUpdated?.Invoke(element);
internal void InvokeOnElementPressed(Element element) => this.OnElementPressed?.Invoke(element);
internal void InvokeOnElementSecondaryPressed(Element element) => this.OnElementSecondaryPressed?.Invoke(element);
internal void InvokeOnElementSelected(Element element) => this.OnElementSelected?.Invoke(element);
internal void InvokeOnElementDeselected(Element element) => this.OnElementDeselected?.Invoke(element);
internal void InvokeOnSelectedElementChanged(Element element) => this.OnSelectedElementChanged?.Invoke(element);
internal void InvokeOnElementMouseExit(Element element) => this.OnElementMouseExit?.Invoke(element);
internal void InvokeOnElementMouseEnter(Element element) => this.OnElementMouseEnter?.Invoke(element);
internal void InvokeOnMousedElementChanged(Element element) => this.OnMousedElementChanged?.Invoke(element);
internal void InvokeOnElementTouchExit(Element element) => this.OnElementTouchExit?.Invoke(element);
internal void InvokeOnElementTouchEnter(Element element) => this.OnElementTouchEnter?.Invoke(element);
internal void InvokeOnTouchedElementChanged(Element element) => this.OnTouchedElementChanged?.Invoke(element);
internal void InvokeOnElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
this.OnElementDrawn?.Invoke(element, time, batch, alpha);
}
internal void InvokeOnSelectedElementDrawn(Element element, GameTime time, SpriteBatch batch, float alpha) {
this.OnSelectedElementDrawn?.Invoke(element, time, batch, alpha);
}
internal void InvokeOnElementUpdated(Element element, GameTime time) {
this.OnElementUpdated?.Invoke(element, time);
}
internal void InvokeOnElementAreaUpdated(Element element) {
this.OnElementAreaUpdated?.Invoke(element);
}
internal void InvokeOnElementPressed(Element element) {
this.OnElementPressed?.Invoke(element);
}
internal void InvokeOnElementSecondaryPressed(Element element) {
this.OnElementSecondaryPressed?.Invoke(element);
}
internal void InvokeOnElementSelected(Element element) {
this.OnElementSelected?.Invoke(element);
}
internal void InvokeOnElementDeselected(Element element) {
this.OnElementDeselected?.Invoke(element);
}
internal void InvokeOnSelectedElementChanged(Element element) {
this.OnSelectedElementChanged?.Invoke(element);
}
internal void InvokeOnElementMouseExit(Element element) {
this.OnElementMouseExit?.Invoke(element);
}
internal void InvokeOnElementMouseEnter(Element element) {
this.OnElementMouseEnter?.Invoke(element);
}
internal void InvokeOnMousedElementChanged(Element element) {
this.OnMousedElementChanged?.Invoke(element);
}
internal void InvokeOnElementTouchExit(Element element) {
this.OnElementTouchExit?.Invoke(element);
}
internal void InvokeOnElementTouchEnter(Element element) {
this.OnElementTouchEnter?.Invoke(element);
}
internal void InvokeOnTouchedElementChanged(Element element) {
this.OnTouchedElementChanged?.Invoke(element);
}
/// <summary>
/// A delegate used for callbacks that involve a <see cref="RootElement"/>
@ -534,10 +578,21 @@ namespace MLEM.Ui {
this.Transform = Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(new Vector3((1 - scale) * (origin ?? this.Element.DisplayArea.Center), 0));
}
internal void InvokeOnElementAdded(Element element) => this.OnElementAdded?.Invoke(element);
internal void InvokeOnElementRemoved(Element element) => this.OnElementRemoved?.Invoke(element);
internal void InvokeOnAddedToUi(UiSystem system) => this.OnAddedToUi?.Invoke(system);
internal void InvokeOnRemovedFromUi(UiSystem system) => this.OnRemovedFromUi?.Invoke(system);
internal void InvokeOnElementAdded(Element element) {
this.OnElementAdded?.Invoke(element);
}
internal void InvokeOnElementRemoved(Element element) {
this.OnElementRemoved?.Invoke(element);
}
internal void InvokeOnAddedToUi(UiSystem system) {
this.OnAddedToUi?.Invoke(system);
}
internal void InvokeOnRemovedFromUi(UiSystem system) {
this.OnRemovedFromUi?.Invoke(system);
}
}
}

View file

@ -103,18 +103,14 @@ namespace MLEM.Animations {
/// </summary>
/// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, params TextureRegion[] regions) :
this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {
}
public SpriteAnimation(double timePerFrame, params TextureRegion[] regions) : this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {}
/// <summary>
/// Creates a new sprite animation that contains the given texture region arrays as frames, where each frame represents one set of texture regions.
/// </summary>
/// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, params TextureRegion[][] regions) :
this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {
}
public SpriteAnimation(double timePerFrame, params TextureRegion[][] regions) : this(Array.ConvertAll(regions, r => new AnimationFrame(timePerFrame, r))) {}
/// <summary>
/// Creates a new sprite animation based on the given texture regions in rectangle-based format.
@ -122,9 +118,7 @@ namespace MLEM.Animations {
/// <param name="timePerFrame">The amount of time that each frame should last for</param>
/// <param name="texture">The texture that the regions should come from</param>
/// <param name="regions">The texture regions that should make up this animation</param>
public SpriteAnimation(double timePerFrame, Texture2D texture, params Rectangle[] regions) :
this(timePerFrame, Array.ConvertAll(regions, r => new TextureRegion(texture, r))) {
}
public SpriteAnimation(double timePerFrame, Texture2D texture, params Rectangle[] regions) : this(timePerFrame, Array.ConvertAll(regions, r => new TextureRegion(texture, r))) {}
/// <summary>
/// Updates this animation, causing <see cref="TimeIntoAnimation"/> to be increased and the <see cref="CurrentFrame"/> to be updated.

View file

@ -50,7 +50,7 @@ namespace MLEM.Extensions {
/// <param name="value">The number to parse.</param>
/// <returns>The resulting color.</returns>
public static Color FromHexRgba(int value) {
return new Color(value >> 16 & 0xFF, value >> 8 & 0xFF, value >> 0 & 0xFF, value >> 24 & 0xFF);
return new Color((value >> 16) & 0xFF, (value >> 8) & 0xFF, (value >> 0) & 0xFF, (value >> 24) & 0xFF);
}
/// <summary>
@ -60,7 +60,7 @@ namespace MLEM.Extensions {
/// <param name="value">The number to parse.</param>
/// <returns>The resulting color.</returns>
public static Color FromHexRgb(int value) {
return new Color(value >> 16 & 0xFF, value >> 8 & 0xFF, value >> 0 & 0xFF);
return new Color((value >> 16) & 0xFF, (value >> 8) & 0xFF, (value >> 0) & 0xFF);
}
/// <summary>

View file

@ -5,8 +5,7 @@ namespace MLEM.Formatting.Codes {
public class AnimatedCode : Code {
/// <inheritdoc />
public AnimatedCode(Match match, Regex regex) : base(match, regex) {
}
public AnimatedCode(Match match, Regex regex) : base(match, regex) {}
/// <inheritdoc />
public override bool EndsHere(Code other) {

View file

@ -58,8 +58,7 @@ namespace MLEM.Formatting.Codes {
/// Update this formatting code's animations etc.
/// </summary>
/// <param name="time">The game's time</param>
public virtual void Update(GameTime time) {
}
public virtual void Update(GameTime time) {}
/// <summary>
/// Returns the string that this formatting code should be replaced with.
@ -77,8 +76,7 @@ namespace MLEM.Formatting.Codes {
}
/// <inheritdoc cref="Formatting.Token.DrawSelf"/>
public virtual void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {
}
public virtual void DrawSelf(GameTime time, SpriteBatch batch, Vector2 pos, GenericFont font, Color color, float scale, float depth) {}
/// <summary>
/// Creates a new formatting code from the given regex and regex match.

View file

@ -5,8 +5,7 @@ namespace MLEM.Formatting.Codes {
public class ResetFormattingCode : Code {
/// <inheritdoc />
public ResetFormattingCode(Match match, Regex regex) : base(match, regex) {
}
public ResetFormattingCode(Match match, Regex regex) : base(match, regex) {}
/// <inheritdoc />
public override bool EndsHere(Code other) {

View file

@ -419,9 +419,10 @@ namespace MLEM.Input {
/// <inheritdoc cref="GamePadState.IsButtonDown"/>
public bool IsGamepadButtonDown(Buttons button, int index = -1) {
if (index < 0) {
for (var i = 0; i < this.ConnectedGamepads; i++)
for (var i = 0; i < this.ConnectedGamepads; i++) {
if (this.GetGamepadState(i).IsButtonDown(button))
return true;
}
return false;
}
return this.GetGamepadState(index).IsButtonDown(button);
@ -430,9 +431,10 @@ namespace MLEM.Input {
/// <inheritdoc cref="GamePadState.IsButtonUp"/>
public bool IsGamepadButtonUp(Buttons button, int index = -1) {
if (index < 0) {
for (var i = 0; i < this.ConnectedGamepads; i++)
for (var i = 0; i < this.ConnectedGamepads; i++) {
if (this.GetGamepadState(i).IsButtonUp(button))
return true;
}
return false;
}
return this.GetGamepadState(index).IsButtonUp(button);
@ -441,9 +443,10 @@ namespace MLEM.Input {
/// <inheritdoc cref="GamePadState.IsButtonDown"/>
public bool WasGamepadButtonDown(Buttons button, int index = -1) {
if (index < 0) {
for (var i = 0; i < this.ConnectedGamepads; i++)
for (var i = 0; i < this.ConnectedGamepads; i++) {
if (this.GetLastGamepadState(i).IsButtonDown(button))
return true;
}
return false;
}
return this.GetLastGamepadState(index).IsButtonDown(button);
@ -452,9 +455,10 @@ namespace MLEM.Input {
/// <inheritdoc cref="GamePadState.IsButtonUp"/>
public bool WasGamepadButtonUp(Buttons button, int index = -1) {
if (index < 0) {
for (var i = 0; i < this.ConnectedGamepads; i++)
for (var i = 0; i < this.ConnectedGamepads; i++) {
if (this.GetLastGamepadState(i).IsButtonUp(button))
return true;
}
return false;
}
return this.GetLastGamepadState(index).IsButtonUp(button);
@ -471,9 +475,10 @@ namespace MLEM.Input {
public bool IsGamepadButtonPressed(Buttons button, int index = -1) {
if (this.HandleGamepadRepeats) {
if (index < 0) {
for (var i = 0; i < this.ConnectedGamepads; i++)
for (var i = 0; i < this.ConnectedGamepads; i++) {
if (this.heldGamepadButtons[i] == button && this.triggerGamepadButtonRepeat[i])
return true;
}
} else if (this.heldGamepadButtons[index] == button && this.triggerGamepadButtonRepeat[index]) {
return true;
}

View file

@ -32,8 +32,7 @@ namespace MLEM.Input {
/// <summary>
/// Creates a new keybind with no default combinations
/// </summary>
public Keybind() {
}
public Keybind() {}
/// <summary>
/// Adds a new key combination to this keybind that can optionally be pressed for the keybind to trigger.

View file

@ -140,8 +140,7 @@ namespace MLEM.Misc {
}
/// <inheritdoc />
public override void AddTextInputListener(GameWindow window, TextInputCallback callback) {
}
public override void AddTextInputListener(GameWindow window, TextInputCallback callback) {}
/// <inheritdoc />
public override void OpenLinkOrFile(string link) {
@ -172,12 +171,10 @@ namespace MLEM.Misc {
}
/// <inheritdoc />
public override void AddTextInputListener(GameWindow window, TextInputCallback callback) {
}
public override void AddTextInputListener(GameWindow window, TextInputCallback callback) {}
/// <inheritdoc />
public override void OpenLinkOrFile(string link) {
}
public override void OpenLinkOrFile(string link) {}
}

View file

@ -62,27 +62,21 @@ namespace MLEM.Misc {
/// Creates a new padding with the specified value, which will be applied to each edge.
/// </summary>
/// <param name="value">The padding to apply to each edge</param>
public Padding(float value) :
this(value, value) {
}
public Padding(float value) : this(value, value) {}
/// <summary>
/// Creates a new padding with the specified x and y values, applying them to both edges.
/// </summary>
/// <param name="x">The x padding, which will turn into the left and right padding</param>
/// <param name="y">The y padding, which till turn into the top and bottom padding</param>
public Padding(float x, float y) :
this(x, x, y, y) {
}
public Padding(float x, float y) : this(x, x, y, y) {}
/// <summary>
/// Creates a new padding from an existing padding, modifying it by growing or shrinking it.
/// </summary>
/// <param name="padding">The padding whose initial values to use</param>
/// <param name="growth">The amount to grow each border by. Negative values will shrink the padding.</param>
public Padding(Padding padding, float growth) :
this(padding.Left + growth, padding.Right + growth, padding.Top + growth, padding.Bottom + growth) {
}
public Padding(Padding padding, float growth) : this(padding.Left + growth, padding.Right + growth, padding.Top + growth, padding.Bottom + growth) {}
/// <summary>
/// Implicitly creates a padding from the given two-dimensional vector.

View file

@ -14,8 +14,7 @@ namespace MLEM.Pathfinding {
/// <inheritdoc />
public AStar2(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000) :
base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {
}
base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {}
/// <inheritdoc />
protected override Point AddPositions(Point first, Point second) {

View file

@ -35,8 +35,7 @@ namespace MLEM.Pathfinding {
/// <inheritdoc />
public AStar3(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000) :
base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {
}
base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {}
/// <inheritdoc />
protected override Vector3 AddPositions(Vector3 first, Vector3 second) {

View file

@ -53,14 +53,10 @@ namespace MLEM.Textures {
/// <param name="paddingTop">The padding on the top edge</param>
/// <param name="paddingBottom">The padding on the bottom edge</param>
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
public NinePatch(TextureRegion texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) :
this(texture, new Padding(paddingLeft, paddingRight, paddingTop, paddingBottom), mode) {
}
public NinePatch(TextureRegion texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) : this(texture, new Padding(paddingLeft, paddingRight, paddingTop, paddingBottom), mode) {}
/// <inheritdoc cref="NinePatch(TextureRegion, int, int, int, int, NinePatchMode)"/>
public NinePatch(Texture2D texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) :
this(new TextureRegion(texture), paddingLeft, paddingRight, paddingTop, paddingBottom, mode) {
}
public NinePatch(Texture2D texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) : this(new TextureRegion(texture), paddingLeft, paddingRight, paddingTop, paddingBottom, mode) {}
/// <summary>
/// Creates a new nine patch from a texture and a uniform padding
@ -68,14 +64,10 @@ namespace MLEM.Textures {
/// <param name="texture">The texture to use</param>
/// <param name="padding">The padding that each edge should have</param>
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
public NinePatch(Texture2D texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) :
this(new TextureRegion(texture), padding, mode) {
}
public NinePatch(Texture2D texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) : this(new TextureRegion(texture), padding, mode) {}
/// <inheritdoc cref="NinePatch(TextureRegion, int, NinePatchMode)"/>
public NinePatch(TextureRegion texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) :
this(texture, padding, padding, padding, padding, mode) {
}
public NinePatch(TextureRegion texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) : this(texture, padding, padding, padding, padding, mode) {}
internal RectangleF GetRectangleForIndex(RectangleF area, int index, float patchScale = 1) {
var pl = this.Padding.Left * patchScale;

View file

@ -73,9 +73,7 @@ namespace MLEM.Textures {
/// Creates a new texture region that spans the entire texture
/// </summary>
/// <param name="texture">The texture to use</param>
public TextureRegion(Texture2D texture) :
this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) {
}
public TextureRegion(Texture2D texture) : this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) {}
/// <summary>
/// Creates a new texture region based on a texture and area coordinates
@ -85,9 +83,7 @@ namespace MLEM.Textures {
/// <param name="v">The y coordinate of the top left corner of this area</param>
/// <param name="width">The width of this area</param>
/// <param name="height">The height of this area</param>
public TextureRegion(Texture2D texture, int u, int v, int width, int height) :
this(texture, new Rectangle(u, v, width, height)) {
}
public TextureRegion(Texture2D texture, int u, int v, int width, int height) : this(texture, new Rectangle(u, v, width, height)) {}
/// <summary>
/// Creates a new texture region based on a texture, a position and a size
@ -95,18 +91,14 @@ namespace MLEM.Textures {
/// <param name="texture">The texture to use</param>
/// <param name="uv">The top left corner of this area</param>
/// <param name="size">The size of this area</param>
public TextureRegion(Texture2D texture, Point uv, Point size) :
this(texture, new Rectangle(uv, size)) {
}
public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv, size)) {}
/// <summary>
/// Creates a new texture region which is a sub-region of the given texture region
/// </summary>
/// <param name="region">The texture region to create a sub-region of</param>
/// <param name="area">The new texture region area</param>
public TextureRegion(TextureRegion region, Rectangle area) :
this(region, area.Location, area.Size) {
}
public TextureRegion(TextureRegion region, Rectangle area) : this(region, area.Location, area.Size) {}
/// <summary>
/// Creates a new texture region which is a sub-region of the given texture region
@ -116,9 +108,7 @@ namespace MLEM.Textures {
/// <param name="v">The y coordinate of the top left corner of this area</param>
/// <param name="width">The width of this area</param>
/// <param name="height">The height of this area</param>
public TextureRegion(TextureRegion region, int u, int v, int width, int height) :
this(region, new Point(u, v), new Point(width, height)) {
}
public TextureRegion(TextureRegion region, int u, int v, int width, int height) : this(region, new Point(u, v), new Point(width, height)) {}
/// <summary>
/// Creates a new texture region which is a sub-region of the given texture region
@ -126,9 +116,7 @@ namespace MLEM.Textures {
/// <param name="region">The texture region to create a sub-region of</param>
/// <param name="uv">The top left corner of this area</param>
/// <param name="size">The size of this area</param>
public TextureRegion(TextureRegion region, Point uv, Point size) :
this(region.Texture, region.Position + uv, size) {
}
public TextureRegion(TextureRegion region, Point uv, Point size) : this(region.Texture, region.Position + uv, size) {}
}

View file

@ -82,9 +82,7 @@ namespace MLEM.Textures {
/// <param name="texture">The texture to use for this atlas</param>
/// <param name="regionAmountX">The amount of texture regions in the x direction</param>
/// <param name="regionAmountY">The amount of texture regions in the y direction</param>
public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) :
this(new TextureRegion(texture), regionAmountX, regionAmountY) {
}
public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) : this(new TextureRegion(texture), regionAmountX, regionAmountY) {}
private TextureRegion GetOrAddRegion(Rectangle rect) {
if (this.regions.TryGetValue(rect, out var region))

View file

@ -1,274 +1,274 @@
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<tileset firstgid="1" source="Tileset.tsx"/>
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</data>
</layer>
</map>

View file

@ -124,8 +124,7 @@ namespace Tests {
public Direction2 Dir { get; set; }
public TestObject OtherTest;
public TestObject(Vector2 test, string test2) {
}
public TestObject(Vector2 test, string test2) {}
protected bool Equals(TestObject other) {
return this.Vec.Equals(other.Vec) && this.Point.Equals(other.Point) && Equals(this.OtherTest, other.OtherTest) && this.Dir == other.Dir;
@ -143,8 +142,7 @@ namespace Tests {
private class TestEnum : DynamicEnum {
public TestEnum(string name, BigInteger value) : base(name, value) {
}
public TestEnum(string name, BigInteger value) : base(name, value) {}
}

View file

@ -8,8 +8,7 @@ namespace Tests {
public RawContentManager RawContent { get; private set; }
private TestGame() {
}
private TestGame() {}
protected override void LoadContent() {
base.LoadContent();

View file

@ -14,8 +14,8 @@
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
<PackageReference Include="coverlet.collector" Version="3.1.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="NUnit" Version="3.13.2" />
@ -24,8 +24,8 @@
</ItemGroup>
<ItemGroup>
<Content Include="Content/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content/**">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
</Project>

View file

@ -80,8 +80,7 @@ namespace Tests {
Assert.AreEqual(170, packer4.PackedTexture.Height);
}
private static void StubResult(TextureRegion region) {
}
private static void StubResult(TextureRegion region) {}
}
}