Moved Render items under new Graphics namespace.
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A generic camera. Functions in 3D.
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/// A generic camera. Functions in 3D.
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A simple utility object that will start and end a scissor setup given a <see cref="ConsistentSpriteBatch"/> to work with.
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/// A simple utility object that will start and end a scissor setup given a <see cref="ConsistentSpriteBatch"/> to work with.
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A virtual 2D camera that wraps the normal <see cref="BasicCamera"/>. Default projection is orthographic.
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/// A virtual 2D camera that wraps the normal <see cref="BasicCamera"/>. Default projection is orthographic.
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A <see cref="SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="Begin(SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix?)"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.
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/// A <see cref="SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="Begin(SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix?)"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// A batch used to draw primitive shapes by batching together vertices.
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/// A batch used to draw primitive shapes by batching together vertices.
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System;
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namespace RecrownedAthenaeum.Render
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namespace RecrownedAthenaeum.Graphics.Render
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{
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{
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/// <summary>
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/// <summary>
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/// Renders rectangles using the <see cref="PrimitiveBatch"/>.
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/// Renders rectangles using the <see cref="PrimitiveBatch"/>.
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using System;
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using System.IO;
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using System.Text;
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using OpenTK.Graphics.OpenGL;
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namespace RecrownedAthenaeum.Render.Shader {
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public class Shader : IDisposable {
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int handle;
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public bool IsDisposed {
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get;
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private set;
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}
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public Shader(string vertexPath, string fragmentPath) {
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IsDisposed = false;
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int vertShader = 0;
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int fragShader = 0;
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string vertShaderSource;
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string fragShaderSource;
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using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
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vertShaderSource = stream.ReadToEnd();
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}
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using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
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fragShaderSource = stream.ReadToEnd();
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}
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vertShader = GL.CreateShader(ShaderType.VertexShader);
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GL.ShaderSource(vertShader, vertShaderSource);
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fragShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(fragShader, fragShaderSource);
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string log;
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GL.CompileShader(vertShader);
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if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
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throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
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}
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GL.CompileShader(fragShader);
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if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
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throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
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}
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handle = GL.CreateProgram();
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GL.AttachShader(handle, vertShader);
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GL.AttachShader(handle, fragShader);
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GL.LinkProgram(handle);
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GL.DetachShader(handle, vertShader);
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GL.DetachShader(handle, fragShader);
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GL.DeleteShader(vertShader);
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GL.DeleteShader(fragShader);
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}
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public void Use() {
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GL.UseProgram(handle);
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}
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protected virtual void Dispose(bool disposing) {
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if (IsDisposed) {
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return;
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}
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if (disposing) {
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}
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GL.DeleteProgram(handle);
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IsDisposed = true;
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}
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~Shader() {
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Dispose(false);
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}
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}
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}
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namespace RecrownedAthenaeum.Render {
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public class SpriteBatch {
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public SpriteBatch() {
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}
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public void Begin() {
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}
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public void End() {
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}
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}
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}
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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namespace RecrownedAthenaeum.Types
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namespace RecrownedAthenaeum.Types
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{
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{
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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namespace RecrownedAthenaeum.Types
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namespace RecrownedAthenaeum.Types
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Assets;
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using RecrownedAthenaeum.Assets;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using RecrownedAthenaeum.Assets;
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using RecrownedAthenaeum.Assets;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.UI.Modular;
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using RecrownedAthenaeum.UI.Modular;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using System;
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using System;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
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{
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{
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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using System.Text;
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using System.Text;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Input;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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namespace RecrownedAthenaeum.UI.Modular
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namespace RecrownedAthenaeum.UI.Modular
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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namespace RecrownedAthenaeum.UI.Modular
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namespace RecrownedAthenaeum.UI.Modular
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{
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{
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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namespace RecrownedAthenaeum.UI.ScreenSystem
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namespace RecrownedAthenaeum.UI.ScreenSystem
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{
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{
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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namespace RecrownedAthenaeum.UI.ScreenSystem
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namespace RecrownedAthenaeum.UI.ScreenSystem
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace RecrownedAthenaeum.UI.ScreenSystem
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namespace RecrownedAthenaeum.UI.ScreenSystem
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using System;
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using System;
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using System.Diagnostics;
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using System.Diagnostics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RecrownedAthenaeum.Render;
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using RecrownedAthenaeum.Graphics.Render;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.Types;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using RecrownedAthenaeum.UI.SkinSystem.Definitions;
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using System;
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using System;
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