more documentation changes
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@ -9,6 +9,7 @@ using System.Xml.Serialization;
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using System.Resources;
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using System.Resources;
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using System.IO;
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using System.IO;
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using System.Collections;
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using System.Collections;
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using System.Windows.Forms;
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namespace SpriteLibrary
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namespace SpriteLibrary
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{
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{
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@ -160,6 +161,68 @@ namespace SpriteLibrary
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/// Open a Sprite Edit Window. This window does not let you draw a sprite. What it does is to help
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/// Open a Sprite Edit Window. This window does not let you draw a sprite. What it does is to help
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/// you define your sprites and makes the process of using Sprites in your program a lot easier.
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/// you define your sprites and makes the process of using Sprites in your program a lot easier.
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/// </summary>
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/// </summary>
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/// <example>
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/// This is an example of how to use a SpriteDatabase.
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/// When you begin developing your project, you want to start by creating a SpriteDatabase and pointing
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/// it to a file, and then opening up an EditorWindow.
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/// <code lang="C#">
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/// public partial class MyGameForm : Form
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/// {
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/// SpriteController mySpriteController = null;
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/// SpriteDatabase mySpriteDatabase = null;
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///
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/// public MyGameForm()
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/// {
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/// InitializeComponent();
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/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
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/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
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///
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/// string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
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/// string MyFile = Path.Combine(Desktop, "myFile.xml");
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/// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
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///
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/// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
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///
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/// mySpriteDatabase.OpenEditWindow();
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/// mySpriteDatabase.Save();
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/// }
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/// }
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/// </code>
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/// The Editor Window will let you find the sprites that are contained in the various images you have
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/// as resources in your program, and it will save a file with those sprite templates. Any SpriteController
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/// that you have instantiated with a Sprite Database (see <see cref="SpriteController(PictureBox, SpriteDatabase)"/>)
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/// will now be able to create named sprites from the templates defined in the database. After the first use, the
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/// named sprites will be accessible from within that controller just like any other named sprites.
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///
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/// After you have created your SpriteDatabase file, you will want to add your file to your program resources.
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/// Then, you will change the SpriteDatabase to use the resource instead of a file. If we named the file
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/// "MySpriteDatabase.xml", and it got added to your resources with the name "MySpriteDatabase", you would
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/// pass "MySpriteDatabase" to the database instantiation.
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/// <code lang="C#">
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/// public partial class MyGameForm : Form
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/// {
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/// SpriteController mySpriteController = null;
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/// SpriteDatabase mySpriteDatabase = null;
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///
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/// public MyGameForm()
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/// {
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/// InitializeComponent();
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/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
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/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
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///
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/// //string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
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/// //string MyFile = Path.Combine(Desktop, "myFile.xml");
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/// //mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
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/// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, "MySpriteDatabase");
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///
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/// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
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///
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/// //mySpriteDatabase.OpenEditWindow();
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/// //mySpriteDatabase.Save();
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/// }
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/// }
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/// </code>
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/// </example>
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/// <param name="FirstItemIndex"></param>
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/// <param name="FirstItemIndex"></param>
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public void OpenEditWindow(int FirstItemIndex=-1)
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public void OpenEditWindow(int FirstItemIndex=-1)
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{
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{
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