Beginning work on render components of framework.
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13
RecrownedAthenaeum/Render/SpriteBatch.cs
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13
RecrownedAthenaeum/Render/SpriteBatch.cs
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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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12
RecrownedAthenaeum/Types/IDrawable.cs
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RecrownedAthenaeum/Types/IDrawable.cs
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using RecrownedAthenaeum.Render;
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namespace RecrownedAthenaeum.Types
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{
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/// <summary>
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/// A wrapper that makes sure anything implementing can be drawn with options.
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/// </summary>
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public interface IDrawable
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{
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}
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}
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using RecrownedAthenaeum.Render;
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namespace RecrownedAthenaeum.Types
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{
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/// <summary>
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/// A wrapper that makes sure anything implementing can be drawn with options.
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/// </summary>
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public interface ISpecialDrawable
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{
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/// <summary>
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/// Should draw whatever implements this.
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/// </summary>
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/// <param name="spriteBatch">The batch to be used.</param>
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/// <param name="destination">The location and dimensions to draw to.</param>
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/// <param name="color">The color tint to draw with.</param>
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/// <param name="rotation">The rotation to be used.</param>
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/// <param name="origin">The origin for the rotation.</param>
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void Draw(ConsistentSpriteBatch spriteBatch, Rectangle destination, Color color, float rotation = 0f, Vector2 origin = default(Vector2));
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}
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}
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21
RecrownedAthenaeum/Types/Texture.cs
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RecrownedAthenaeum/Types/Texture.cs
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using System.IO;
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namespace RecrownedAthenaeum.Types {
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public class Texture {
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byte[] textureData;
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public Texture() {
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Image img = Image.FromFile()
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}
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public Texture(byte[] textureData) {
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this.textureData = textureData;
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}
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public void LoadFromPNG(string path) {
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using (FileStream file = new FileStream(path, FileMode.Open)) {
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Image img = new Image();
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img.LoadFromPNG(file);
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}
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}
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}
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}
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