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Add multi-resolution badge and icon support #17669

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merged 4 commits into from Feb 26, 2020
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pchote commented Feb 11, 2020

This PR adds the last missing piece in the UI scaling support: loading and rendering higher resolution badges. This ended up taking more work than I expected because #17581 didn't hit the right abstraction, so I had to rework some things in the first commit before the second commit could actually work.

Before:
Screenshot 2020-02-10 at 23 02 11

After:
Screenshot 2020-02-10 at 23 00 17

@pchote pchote added this to the Next Release milestone Feb 11, 2020
@pchote pchote force-pushed the pchote:render-badges branch 2 times, most recently from 2c7922a to 0bfa11b Feb 15, 2020
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pchote commented Feb 15, 2020

Updated (first push) and rebased (second).

This now also fixes #17675.

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@pchote pchote changed the title Add multi-resolution badge support Add multi-resolution badge and icon support Feb 15, 2020
@pchote pchote linked an issue that may be closed by this pull request Feb 15, 2020
@pchote pchote force-pushed the pchote:render-badges branch from 0bfa11b to 5135b51 Feb 15, 2020
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Mailaender commented Feb 22, 2020

Works fine:
image

I also like that the feature is optional.

pchote added 4 commits Feb 11, 2020
- Sprite.Bounds now refers to rectangles in the source image.
  Use this when copying pixels, etc.
- Sprite.Size now refers to sizes in effective pixel coordinates.
  Use this when rendering.
- Sheet.DPIScale has been removed.
- "Density" term is introduced to refer to the number of artwork
  pixels per effective pixel.
@pchote pchote force-pushed the pchote:render-badges branch from 5135b51 to d9b6238 Feb 22, 2020
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pchote commented Feb 22, 2020

Rebased to pull in #17715 on bleed.

@abcdefg30 abcdefg30 merged commit fb7c781 into OpenRA:bleed Feb 26, 2020
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abcdefg30 commented Feb 26, 2020

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