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using System;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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namespace GlitchyEditor
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{
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class EditorIcons : RefCounted
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{
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Texture2D _texture ~ _.ReleaseRef();
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public SubTexture2D DirectionalLight ~ _.ReleaseRef();
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public SubTexture2D Camera ~ _.ReleaseRef();
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public SubTexture2D Folder ~ _.ReleaseRef();
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public SubTexture2D File ~ _.ReleaseRef();
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public SamplerState SamplerState
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{
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get => _texture.SamplerState;
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set => _texture.SamplerState = value;
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}
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public this(String texturePath, Vector2 iconSize)
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{
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_texture = new Texture2D(texturePath);
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Vector2 pen = .();
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DirectionalLight = GetNextGridTexture(ref pen, iconSize);
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Camera = GetNextGridTexture(ref pen, iconSize);
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Folder = GetNextGridTexture(ref pen, iconSize);
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File = GetNextGridTexture(ref pen, iconSize);
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}
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private SubTexture2D GetNextGridTexture(ref Vector2 pen, Vector2 iconSize)
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{
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SubTexture2D subTexture = .CreateFromGrid(_texture, pen, iconSize);
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pen.X += 1.0f;
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if (pen.X >= (_texture.Width / iconSize.X))
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{
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pen.X = 0;
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pen.Y += 1.0f;
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}
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Log.EngineLogger.AssertDebug(pen.Y <=(_texture.Height / iconSize.Y));
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return subTexture;
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}
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}
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}
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