mirror of
https://github.com/Ellpeck/MLEM.git
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Merge remote-tracking branch 'origin/main'
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commit
6ff2c1c1cc
8 changed files with 34 additions and 30 deletions
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@ -13,6 +13,9 @@ Additions
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- Added GenericFont SplitStringSeparate which differentiates between existing newline characters and splits due to maximum width
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- Added StaticSpriteBatch class
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Improvements
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- Exposed Camera's RoundPosition
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### MLEM.Ui
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Additions
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- Allow specifying a maximum amount of characters for a TextField
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@ -1,9 +1,9 @@
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# MLEM.Startup
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**MLEM.Startup** is a simple package that contains a `MlemGame` class which extends MonoGame's `Game`. This class contains additional properties that most games created with MonoGame and MLEM will have:
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- An [InputHandler](https://github.com/Ellpeck/MLEM/wiki/Input-Handler)
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- An [InputHandler](xref:MLEM.Input.InputHandler)
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- A `SpriteBatch` and `GraphicsDeviceManager`
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- A [UiSystem](https://github.com/Ellpeck/MLEM/wiki/MLEM.Ui)
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- A [UiSystem](ui.md)
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- Some delegate callbacks for loading, updating and drawing that allow additional code to be executed from outside the game class
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Additionally, it comes with the [Coroutine](https://www.nuget.org/packages/Coroutine) package preinstalled. The Coroutine package allows creating and running operations alongside the regular game loop without asynchrony. It comes with a `CoroutineEvents` class that contains two types of events that are automatically invoked by `MlemGame`. For more information on how this is useful, see [the Coroutine README](https://github.com/Ellpeck/Coroutine/blob/main/README.md).
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@ -4,7 +4,7 @@ The **MLEM** package contains a simple text formatting system that supports colo
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Text formatting makes use of [generic fonts](font_extensions.md).
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It should also be noted that [MLEM.Ui](https://github.com/Ellpeck/MLEM/wiki/MLEM.Ui)'s `Paragraph`s support text formatting out of the box.
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It should also be noted that [MLEM.Ui](ui.md)'s `Paragraph`s support text formatting out of the box.
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*This documentation is about the new text formatting that was introduced in MLEM 3.3.1. You can see the documentation for the legacy text formatting system [here](text_formatting_legacy.md).*
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@ -4,7 +4,7 @@ The **MLEM** package contains a simple text formatting system that supports colo
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Text formatting makes use of [generic fonts](font_extensions.md).
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It should also be noted that [MLEM.Ui](https://github.com/Ellpeck/MLEM/wiki/MLEM.Ui)'s `Paragraph`s support text formatting out of the box.
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It should also be noted that [MLEM.Ui](ui.md)'s `Paragraph`s support text formatting out of the box.
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## Formatting codes
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To format your text, you can insert *formatting codes* into it. These codes are surrounded by `[]` by default, however these delimiters can be changed like so:
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@ -23,7 +23,7 @@ By default, the following formatting options are available:
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## Getting your text ready
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To actually display the text with formatting, you first need to gather the formatting data from the text. For performance reasons, this is best done when the text changes, and not every render frame.
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To gather formatting data, you will need a [generic font](https://github.com/Ellpeck/MLEM/wiki/Font-Extensions). With it, you can gather the data in the form of a `FormattingCodeCollection` like so:
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To gather formatting data, you will need a [generic font](font_extensions.md). With it, you can gather the data in the form of a `FormattingCodeCollection` like so:
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```cs
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var font = new GenericSpriteFont(this.Content.Load<SpriteFont>("Fonts/ExampleFont"));
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var text = "This is the [Blue]text[White] that should be [Wobbly]formatted[Unanimated].";
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4
Jenkinsfile
vendored
4
Jenkinsfile
vendored
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@ -5,7 +5,7 @@ pipeline {
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steps {
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sh 'dotnet tool restore'
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// we use xvfb to allow for graphics-dependent tests
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sh 'xvfb-run -a dotnet dotnet-cake --Target=Publish --Branch=' + env.BRANCH_NAME
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sh 'xvfb-run -a dotnet cake --target Publish --branch ' + env.BRANCH_NAME
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}
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}
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stage('Document') {
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@ -13,7 +13,7 @@ pipeline {
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branch 'release'
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}
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steps {
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sh 'dotnet dotnet-cake --Target=Document'
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sh 'dotnet cake --target Document'
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sh 'cp Docs/_site/** /var/www/MLEM/ -r'
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}
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}
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@ -58,7 +58,7 @@ namespace MLEM.Cameras {
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get {
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var sc = this.ActualScale;
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var pos = -this.Position * sc;
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if (this.roundPosition)
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if (this.RoundPosition)
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pos = pos.FloorCopy();
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return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
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}
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@ -82,9 +82,13 @@ namespace MLEM.Cameras {
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/// The viewport of this camera, based on the game's <see cref="GraphicsDevice.Viewport"/> and this camera's <see cref="ActualScale"/>
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/// </summary>
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public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale;
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/// <summary>
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/// Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/>.
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/// If this value is true, the occurence of rendering fragments due to floating point rounding might be reduced.
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/// </summary>
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public bool RoundPosition;
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private Rectangle Viewport => this.graphicsDevice.Viewport.Bounds;
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private readonly bool roundPosition;
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private readonly GraphicsDevice graphicsDevice;
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private float scale = 1;
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@ -92,11 +96,11 @@ namespace MLEM.Cameras {
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/// Creates a new camera.
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/// </summary>
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/// <param name="graphicsDevice">The game's graphics device</param>
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/// <param name="roundPosition">If this is true, the camera's <see cref="Position"/> and related properties will be rounded to full integers.</param>
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/// <param name="roundPosition">Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/></param>
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public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
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this.graphicsDevice = graphicsDevice;
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this.AutoScaleReferenceSize = this.Viewport.Size;
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this.roundPosition = roundPosition;
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this.RoundPosition = roundPosition;
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}
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/// <summary>
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@ -66,13 +66,11 @@ namespace MLEM.Misc {
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/// <summary>
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/// The MLEM DesktopGL platform.
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/// This platform uses the built-in MonoGame TextInput event, which makes this listener work with any keyboard localization natively.
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/// </summary>
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/// <example>
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/// This platform is initialized as follows:
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/// <code>
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/// new MlemPlatform.DesktopGl{TextInputEventArgs}((w, c) => w.TextInput += c)
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/// MlemPlatform.Current = new MlemPlatform.DesktopGl<TextInputEventArgs>((w, c) => w.TextInput += c);
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/// </code>
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/// </example>
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public class DesktopGl<T> : MlemPlatform {
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/// The MLEM platform for mobile platforms as well as consoles.
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/// This platform opens an on-screen keyboard using the <see cref="Microsoft.Xna.Framework.Input"/> <c>KeyboardInput</c> class on mobile devices.
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/// Additionally, it starts a new activity whenever <see cref="OpenLinkOrFile"/> is called.
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/// </summary>
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/// <example>
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/// This listener is initialized as follows in the game's <c>Activity</c> class:
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/// <code>
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/// new MlemPlatform.Mobile(KeyboardInput.Show, l => this.StartActivity(new Intent(Intent.ActionView, Uri.Parse(l))))
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/// MlemPlatform.Current = new MlemPlatform.Mobile(KeyboardInput.Show, l => this.StartActivity(new Intent(Intent.ActionView, Uri.Parse(l))));
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/// </code>
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/// </example>
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/// </summary>
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public class Mobile : MlemPlatform {
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private readonly OpenOnScreenKeyboardDelegate openOnScreenKeyboard;
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@ -12,6 +12,10 @@ namespace MLEM.Misc {
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/// </summary>
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public class StaticSpriteBatch : IDisposable {
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// this maximum is limited by indices being a short
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private const int MaxBatchItems = short.MaxValue / 6;
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private static readonly VertexPositionColorTexture[] Data = new VertexPositionColorTexture[MaxBatchItems * 4];
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/// <summary>
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/// The amount of vertices that are currently batched
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/// </summary>
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return;
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this.batchChanged = false;
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// this maximum is limited by indices being a short
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const int maxBatchItems = short.MaxValue / 6;
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// ensure we have enough vertex buffers
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var requiredBuffers = (this.vertices.Count / (maxBatchItems * 4F)).Ceil();
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var requiredBuffers = (this.vertices.Count / (MaxBatchItems * 4F)).Ceil();
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while (this.vertexBuffers.Count < requiredBuffers)
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this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, maxBatchItems * 4, BufferUsage.WriteOnly));
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this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, MaxBatchItems * 4, BufferUsage.WriteOnly));
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// fill vertex buffers
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var arrayIndex = 0;
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var totalIndex = 0;
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var data = new VertexPositionColorTexture[maxBatchItems * 4];
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while (totalIndex < this.vertices.Count) {
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var now = Math.Min(this.vertices.Count - totalIndex, data.Length);
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for (var i = 0; i < now; i++)
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data[i] = this.vertices[totalIndex + i];
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this.vertexBuffers[arrayIndex++].SetData(data);
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var now = Math.Min(this.vertices.Count - totalIndex, Data.Length);
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this.vertices.CopyTo(totalIndex, Data, 0, now);
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this.vertexBuffers[arrayIndex++].SetData(Data);
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totalIndex += now;
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}
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// ensure we have enough indices
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var maxItems = Math.Min(this.vertices.Count / 4, maxBatchItems);
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var maxItems = Math.Min(this.vertices.Count / 4, MaxBatchItems);
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// each item has 2 triangles which each have 3 indices
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if (this.indices == null || this.indices.IndexCount < 6 * maxItems) {
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var newIndices = new short[6 * maxItems];
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var totalIndex = 0;
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foreach (var buffer in this.vertexBuffers) {
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var tris = Math.Min(this.vertices.Count - totalIndex, buffer.VertexCount) / 4 * 2;
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if (tris <= 0)
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break;
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this.graphicsDevice.SetVertexBuffer(buffer);
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if (effect != null) {
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foreach (var pass in effect.CurrentTechnique.Passes) {
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