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https://github.com/Pathoschild/SMAPI.git
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remove unused code
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@@ -1,5 +1,4 @@
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using System;
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using System.Buffers;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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@@ -355,38 +354,6 @@ internal sealed class ModContentManager : BaseContentManager
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return file;
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}
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/// <summary>Premultiply a texture's alpha values to avoid transparency issues in the game.</summary>
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/// <param name="texture">The texture to premultiply.</param>
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/// <returns>Returns a premultiplied texture.</returns>
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/// <remarks>Based on <a href="https://gamedev.stackexchange.com/a/26037">code by David Gouveia</a>.</remarks>
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private void PremultiplyTransparency(Texture2D texture)
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{
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int count = texture.Width * texture.Height;
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Color[] data = ArrayPool<Color>.Shared.Rent(count);
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try
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{
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texture.GetData(data, 0, count);
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bool changed = false;
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for (int i = 0; i < count; i++)
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{
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ref Color pixel = ref data[i];
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if (pixel.A is (byte.MinValue or byte.MaxValue))
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continue; // no need to change fully transparent/opaque pixels
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data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
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changed = true;
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}
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if (changed)
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texture.SetData(data, 0, count);
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}
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finally
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{
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ArrayPool<Color>.Shared.Return(data);
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}
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}
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/// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
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/// <param name="map">The map whose tilesheets to fix.</param>
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/// <param name="relativeMapPath">The relative map path within the mod folder.</param>
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