Use a single method with optional parameters for drawing tiled textures.
This commit is contained in:
@@ -295,8 +295,7 @@ namespace Barotrauma
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float alpha = character.IsUnconscious ? 1.0f : Math.Min((80.0f - character.Oxygen)/50.0f, 0.8f);
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noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * alpha);
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color: Color.White * alpha);
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}
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else
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@@ -402,7 +402,7 @@ namespace Barotrauma
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if (uiSprite.Sprite.size.X == 0.0f) size.X = rect.Width;
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if (uiSprite.Sprite.size.Y == 0.0f) size.Y = rect.Height;
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uiSprite.Sprite.DrawTiled(spriteBatch, startPos, size, currColor * (currColor.A / 255.0f));
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uiSprite.Sprite.DrawTiled(spriteBatch, startPos, size, color: currColor * (currColor.A / 255.0f));
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}
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else
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{
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@@ -105,7 +105,7 @@ namespace Barotrauma
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{
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if (uiSprite.Tile)
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{
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uiSprite.Sprite.DrawTiled(spriteBatch, slider.Rect.Location.ToVector2(), slider.Rect.Size.ToVector2(), currColor);
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uiSprite.Sprite.DrawTiled(spriteBatch, slider.Rect.Location.ToVector2(), slider.Rect.Size.ToVector2(), color: currColor);
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}
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else
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{
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@@ -81,8 +81,9 @@ namespace Barotrauma
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{
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if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically))
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{
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selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color);
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fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color * fadeInBrokenSpriteAlpha, Point.Zero, selectedSprite.Depth - 0.000001f);
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selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color: color);
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fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color: color * fadeInBrokenSpriteAlpha,
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depth: selectedSprite.Depth - 0.000001f);
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}
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else
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@@ -70,7 +70,7 @@ namespace Barotrauma
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position = placePosition;
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}
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if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, SpriteColor);
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if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, color: SpriteColor);
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}
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}
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}
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@@ -129,7 +129,7 @@ namespace Barotrauma
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{
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backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
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Vector2.Zero, level.BackgroundColor);
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color: level.BackgroundColor);
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}
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if (backgroundPos.Y > -1024)
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{
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@@ -137,7 +137,7 @@ namespace Barotrauma
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background.DrawTiled(spriteBatch,
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(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
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new Vector2(GameMain.GraphicsWidth, (int)Math.Ceiling(1024 - backgroundPos.Y)),
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Vector2.Zero, level.BackgroundColor);
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color: level.BackgroundColor);
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}
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}
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@@ -174,7 +174,8 @@ namespace Barotrauma
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while (offsetS.Y <= -srcRect.Height * scale) offsetS.Y += srcRect.Height * scale;
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while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * scale;
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
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dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
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sourceRect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale));
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}
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spriteBatch.End();
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@@ -74,7 +74,7 @@ namespace Barotrauma
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Rectangle prevScissorRect = GameMain.Instance.GraphicsDevice.ScissorRectangle;
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GameMain.Instance.GraphicsDevice.ScissorRectangle = rect;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White * 0.8f);
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), color: Color.White * 0.8f);
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foreach (LocationConnection connection in connections)
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{
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@@ -133,7 +133,7 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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color, Point.Zero);
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color: color);
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}
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}
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@@ -175,8 +175,9 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
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new Vector2(sections[i].rect.Width, sections[i].rect.Height),
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color,
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textureOffset, depth);
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color: color,
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startOffset: textureOffset,
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depth: depth);
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}
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}
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@@ -32,7 +32,7 @@ namespace Barotrauma
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newRect = Submarine.AbsRect(placePosition, placeSize);
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}
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White);
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height));
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth * 2, newRect.Height), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White);
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@@ -89,181 +89,71 @@ namespace Barotrauma
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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// Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it) -> don't remove
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//for (int x = -1; x <= 1; x += 2)
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//{
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// for (int y = -1; y <= 1; y += 2)
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// {
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// spriteBatch.Draw(texture, pos + offset + new Vector2(x, y) * 1.0f, sourceRect, Color.Black, rotation + rotate, origin, scale, spriteEffect, (depth == null ? this.depth : (float)depth) + 0.0001f);
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// }
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//}
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color)
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize,
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Rectangle? sourceRect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
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}
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// Init optional values, if not provided
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Rectangle rect = sourceRect ?? this.sourceRect;
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color = color ?? Color.White;
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startOffset = startOffset ?? Point.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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depth = depth ?? this.depth;
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color, Point offset, float? overrideDepth = null)
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{
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targetSize = targetSize / scale;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width);
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int xTiles = (int)Math.Ceiling(targetSize.X / rect.Width);
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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int yTiles = (int)Math.Ceiling(targetSize.Y / rect.Height);
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float depth = overrideDepth == null ? this.depth : (float)overrideDepth;
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Rectangle texPerspective = sourceRect;
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texPerspective.Location += offset;
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while (texPerspective.X >= sourceRect.Right)
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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while (texPerspective.Y >= sourceRect.Bottom)
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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Rectangle texPerspective = rect;
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texPerspective.Location += startOffset.Value;
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while (texPerspective.X >= rect.Right)
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texPerspective.X = rect.X + (texPerspective.X - rect.Right);
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while (texPerspective.Y >= rect.Bottom)
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texPerspective.Y = rect.Y + (texPerspective.Y - rect.Bottom);
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float top = pos.Y;
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texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
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texPerspective.Height = (int)Math.Min(targetSize.Y, rect.Height);
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for (int y = 0; y < yTiles; y++)
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{
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var movementY = texPerspective.Height;
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float movementY = texPerspective.Height * scale.Y;
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texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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float left = pos.X;
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texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
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texPerspective.Width = (int)Math.Min(targetSize.X, rect.Width);
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for (int x = 0; x < xTiles; x++)
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{
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var movementX = texPerspective.Width;
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float movementX = texPerspective.Width * scale.X;
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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if (texPerspective.Right > sourceRect.Right)
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{
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int diff = texPerspective.Right - sourceRect.Right;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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spriteBatch.Draw(texture,
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new Vector2(left, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth.Value);
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texPerspective.Width -= diff;
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left += diff;
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}
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else
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{
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texPerspective.Width -= (int)diff;
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width, top),
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new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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}
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}
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else if (texPerspective.Bottom > sourceRect.Bottom)
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{
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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texPerspective.Height -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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}
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color, rotation, Vector2.Zero, 1.0f, effects, depth);
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if (texPerspective.X + movementX >= sourceRect.Right) texPerspective.X = sourceRect.X;
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if (texPerspective.X + movementX >= rect.Right) texPerspective.X = rect.X;
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left += movementX;
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}
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if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y;
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if (texPerspective.Y + movementY >= rect.Bottom)
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{
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texPerspective.Y = rect.Y;
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}
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top += movementY;
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}
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
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{
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DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color)
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{
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DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color, Vector2 scale)
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{
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//pos.X = (int)pos.X;
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//pos.Y = (int)pos.Y;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / (sourceRect.Width*scale.X));
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / (sourceRect.Height*scale.Y));
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Vector2 position = pos - startOffset;
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Rectangle drawRect = sourceRect;
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position.X = pos.X;
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for (int x = 0; x < xTiles; x++)
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{
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drawRect.X = sourceRect.X;
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drawRect.Height = sourceRect.Height;
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if (x == xTiles - 1)
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{
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drawRect.Width -= (int)((position.X + sourceRect.Width*scale.X) - (pos.X + targetSize.X));
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}
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else
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{
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drawRect.Width = (int)(sourceRect.Width*scale.X);
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}
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if (position.X < pos.X)
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{
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float diff = pos.X - position.X;
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position.X += diff;
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drawRect.Width -= (int)diff;
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drawRect.X += (int)diff;
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}
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position.Y = pos.Y;
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for (int y = 0; y < yTiles; y++)
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{
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drawRect.Y = sourceRect.Y;
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if (y == yTiles - 1)
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{
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drawRect.Height -= (int)((position.Y + sourceRect.Height*scale.Y) - (pos.Y + targetSize.Y));
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}
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else
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{
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drawRect.Height = (int)(sourceRect.Height*scale.Y);
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}
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if (position.Y < pos.Y)
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{
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int diff = (int)(pos.Y - position.Y);
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position.Y += diff;
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drawRect.Height -= diff;
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drawRect.Y += diff;
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}
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spriteBatch.Draw(texture, position,
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drawRect, color, rotation, Vector2.Zero, 1.0f, effects, depth);
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position.Y += sourceRect.Height*scale.Y;
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}
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position.X += sourceRect.Width*scale.X;
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}
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}
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partial void DisposeTexture()
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{
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//check if another sprite is using the same texture
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Reference in New Issue
Block a user