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@ -358,7 +358,7 @@ public class UiGeometry {
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public UiGeometry(Vector2i windowSize) {
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public UiGeometry(Vector2i windowSize) {
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WindowSize = windowSize;
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WindowSize = windowSize;
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int numThumbnails = 20;
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int numThumbnails = 13;
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int thumbnailHeight = WindowSize.Y / numThumbnails;
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int thumbnailHeight = WindowSize.Y / numThumbnails;
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int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y;
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int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y;
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for (int i = 0; i < numThumbnails; i++) {
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for (int i = 0; i < numThumbnails; i++) {
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@ -389,6 +389,9 @@ public static class Util {
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if (orientation <= 1) {
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if (orientation <= 1) {
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return;
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return;
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}
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}
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// FIXME: I'm not convinced that all of these are correct, especially the
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// cases that involve flipping (because whether you're flipping before or
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// after rotation matters.).
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var operations = new Dictionary<ushort, (RotateMode, FlipMode)> {
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var operations = new Dictionary<ushort, (RotateMode, FlipMode)> {
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{ 2, (RotateMode.None, FlipMode.Horizontal) },
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{ 2, (RotateMode.None, FlipMode.Horizontal) },
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{ 3, (RotateMode.Rotate180, FlipMode.None) },
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{ 3, (RotateMode.Rotate180, FlipMode.None) },
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