diff --git a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs index 5ac2760eb..295d54d8c 100644 --- a/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs +++ b/Barotrauma/BarotraumaClient/Source/Characters/CharacterHUD.cs @@ -295,8 +295,7 @@ namespace Barotrauma float alpha = character.IsUnconscious ? 1.0f : Math.Min((80.0f - character.Oxygen)/50.0f, 0.8f); noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset, - Vector2.Zero, - Color.White * alpha); + color: Color.White * alpha); } else diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs index 10e1ba9d8..dc6a904b3 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs @@ -402,7 +402,7 @@ namespace Barotrauma if (uiSprite.Sprite.size.X == 0.0f) size.X = rect.Width; if (uiSprite.Sprite.size.Y == 0.0f) size.Y = rect.Height; - uiSprite.Sprite.DrawTiled(spriteBatch, startPos, size, currColor * (currColor.A / 255.0f)); + uiSprite.Sprite.DrawTiled(spriteBatch, startPos, size, color: currColor * (currColor.A / 255.0f)); } else { diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUIProgressBar.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUIProgressBar.cs index b3277d047..f10552582 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUIProgressBar.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUIProgressBar.cs @@ -105,7 +105,7 @@ namespace Barotrauma { if (uiSprite.Tile) { - uiSprite.Sprite.DrawTiled(spriteBatch, slider.Rect.Location.ToVector2(), slider.Rect.Size.ToVector2(), currColor); + uiSprite.Sprite.DrawTiled(spriteBatch, slider.Rect.Location.ToVector2(), slider.Rect.Size.ToVector2(), color: currColor); } else { diff --git a/Barotrauma/BarotraumaClient/Source/Items/Item.cs b/Barotrauma/BarotraumaClient/Source/Items/Item.cs index e5b1a5e2e..978540201 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Item.cs @@ -81,8 +81,9 @@ namespace Barotrauma { if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically)) { - selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color); - 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); + selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color: color); + 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, + depth: selectedSprite.Depth - 0.000001f); } else diff --git a/Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs b/Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs index ce8eaeb9d..cab48ad1b 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs @@ -70,7 +70,7 @@ namespace Barotrauma position = placePosition; } - if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, SpriteColor); + if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, color: SpriteColor); } } } diff --git a/Barotrauma/BarotraumaClient/Source/Map/Levels/LevelRenderer.cs b/Barotrauma/BarotraumaClient/Source/Map/Levels/LevelRenderer.cs index 58a4a1bd8..8c2a67a0f 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Levels/LevelRenderer.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Levels/LevelRenderer.cs @@ -129,7 +129,7 @@ namespace Barotrauma { backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, 1024, (int)Math.Min(-backgroundPos.Y, 1024)); backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)), - Vector2.Zero, level.BackgroundColor); + color: level.BackgroundColor); } if (backgroundPos.Y > -1024) { @@ -137,7 +137,7 @@ namespace Barotrauma background.DrawTiled(spriteBatch, (backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero, new Vector2(GameMain.GraphicsWidth, (int)Math.Ceiling(1024 - backgroundPos.Y)), - Vector2.Zero, level.BackgroundColor); + color: level.BackgroundColor); } } @@ -174,7 +174,8 @@ namespace Barotrauma while (offsetS.Y <= -srcRect.Height * scale) offsetS.Y += srcRect.Height * scale; while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * scale; - 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)); + dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), + sourceRect: srcRect, color: Color.White * alpha, textureScale: new Vector2(scale)); } spriteBatch.End(); diff --git a/Barotrauma/BarotraumaClient/Source/Map/Map/Map.cs b/Barotrauma/BarotraumaClient/Source/Map/Map/Map.cs index 08985029d..aee788934 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Map/Map.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Map/Map.cs @@ -74,7 +74,7 @@ namespace Barotrauma Rectangle prevScissorRect = GameMain.Instance.GraphicsDevice.ScissorRectangle; GameMain.Instance.GraphicsDevice.ScissorRectangle = rect; - iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White * 0.8f); + iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), color: Color.White * 0.8f); foreach (LocationConnection connection in connections) { diff --git a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs index a5564158d..6b7072178 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs @@ -133,7 +133,7 @@ namespace Barotrauma spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), - color, Point.Zero); + color: color); } } @@ -175,8 +175,9 @@ namespace Barotrauma spriteBatch, new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)), new Vector2(sections[i].rect.Width, sections[i].rect.Height), - color, - textureOffset, depth); + color: color, + startOffset: textureOffset, + depth: depth); } } diff --git a/Barotrauma/BarotraumaClient/Source/Map/StructurePrefab.cs b/Barotrauma/BarotraumaClient/Source/Map/StructurePrefab.cs index 5a401d4b9..d27240142 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/StructurePrefab.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/StructurePrefab.cs @@ -32,7 +32,7 @@ namespace Barotrauma newRect = Submarine.AbsRect(placePosition, placeSize); } - sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White); + sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height)); GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth * 2, newRect.Height), Color.White); GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White); diff --git a/Barotrauma/BarotraumaClient/Source/Sprite/Sprite.cs b/Barotrauma/BarotraumaClient/Source/Sprite/Sprite.cs index 6bbaae831..5b01e2822 100644 --- a/Barotrauma/BarotraumaClient/Source/Sprite/Sprite.cs +++ b/Barotrauma/BarotraumaClient/Source/Sprite/Sprite.cs @@ -89,181 +89,71 @@ namespace Barotrauma public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { + // Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it) -> don't remove //for (int x = -1; x <= 1; x += 2) //{ // for (int y = -1; y <= 1; y += 2) // { - // 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); // } //} - if (texture == null) return; - spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth); } - public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color) + public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, + Rectangle? sourceRect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null) { - DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color); - } + // Init optional values, if not provided + Rectangle rect = sourceRect ?? this.sourceRect; + color = color ?? Color.White; + startOffset = startOffset ?? Point.Zero; + Vector2 scale = textureScale ?? Vector2.One; + depth = depth ?? this.depth; - public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color, Point offset, float? overrideDepth = null) - { + targetSize = targetSize / scale; //how many times the texture needs to be drawn on the x-axis - int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width); + int xTiles = (int)Math.Ceiling(targetSize.X / rect.Width); //how many times the texture needs to be drawn on the y-axis - int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height); + int yTiles = (int)Math.Ceiling(targetSize.Y / rect.Height); - float depth = overrideDepth == null ? this.depth : (float)overrideDepth; - - Rectangle texPerspective = sourceRect; - - texPerspective.Location += offset; - while (texPerspective.X >= sourceRect.Right) - texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right); - while (texPerspective.Y >= sourceRect.Bottom) - texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom); + Rectangle texPerspective = rect; + texPerspective.Location += startOffset.Value; + while (texPerspective.X >= rect.Right) + texPerspective.X = rect.X + (texPerspective.X - rect.Right); + while (texPerspective.Y >= rect.Bottom) + texPerspective.Y = rect.Y + (texPerspective.Y - rect.Bottom); float top = pos.Y; - texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height); + texPerspective.Height = (int)Math.Min(targetSize.Y, rect.Height); for (int y = 0; y < yTiles; y++) { - var movementY = texPerspective.Height; + float movementY = texPerspective.Height * scale.Y; texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height); float left = pos.X; - texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width); + texPerspective.Width = (int)Math.Min(targetSize.X, rect.Width); for (int x = 0; x < xTiles; x++) { - var movementX = texPerspective.Width; + float movementX = texPerspective.Width * scale.X; texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width); - if (texPerspective.Right > sourceRect.Right) - { - int diff = texPerspective.Right - sourceRect.Right; - if (effects.HasFlag(SpriteEffects.FlipHorizontally)) - { - spriteBatch.Draw(texture, - new Vector2(left, top), - new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height), - color, rotation, Vector2.Zero, 1.0f, effects, depth); + spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth.Value); - texPerspective.Width -= diff; - left += diff; - } - else - { - texPerspective.Width -= (int)diff; - spriteBatch.Draw(texture, - new Vector2(left + texPerspective.Width, top), - new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height), - color, rotation, Vector2.Zero, 1.0f, effects, depth); - } - } - else if (texPerspective.Bottom > sourceRect.Bottom) - { - int diff = texPerspective.Bottom - sourceRect.Bottom; - texPerspective.Height -= diff; - spriteBatch.Draw(texture, - new Vector2(left, top + texPerspective.Height), - new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff), - color, rotation, Vector2.Zero, 1.0f, effects, depth); - } - - spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color, rotation, Vector2.Zero, 1.0f, effects, depth); - - if (texPerspective.X + movementX >= sourceRect.Right) texPerspective.X = sourceRect.X; + if (texPerspective.X + movementX >= rect.Right) texPerspective.X = rect.X; left += movementX; } - if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y; + if (texPerspective.Y + movementY >= rect.Bottom) + { + texPerspective.Y = rect.Y; + } top += movementY; } } - public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color) - { - DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One); - } - - public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color) - { - DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One); - } - - public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color, Vector2 scale) - { - //pos.X = (int)pos.X; - //pos.Y = (int)pos.Y; - - //how many times the texture needs to be drawn on the x-axis - int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / (sourceRect.Width*scale.X)); - //how many times the texture needs to be drawn on the y-axis - int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / (sourceRect.Height*scale.Y)); - - Vector2 position = pos - startOffset; - Rectangle drawRect = sourceRect; - - position.X = pos.X; - - for (int x = 0; x < xTiles; x++) - { - drawRect.X = sourceRect.X; - drawRect.Height = sourceRect.Height; - - if (x == xTiles - 1) - { - drawRect.Width -= (int)((position.X + sourceRect.Width*scale.X) - (pos.X + targetSize.X)); - } - else - { - drawRect.Width = (int)(sourceRect.Width*scale.X); - } - - if (position.X < pos.X) - { - float diff = pos.X - position.X; - position.X += diff; - drawRect.Width -= (int)diff; - drawRect.X += (int)diff; - } - - position.Y = pos.Y; - - for (int y = 0; y < yTiles; y++) - { - drawRect.Y = sourceRect.Y; - - if (y == yTiles - 1) - { - drawRect.Height -= (int)((position.Y + sourceRect.Height*scale.Y) - (pos.Y + targetSize.Y)); - } - else - { - drawRect.Height = (int)(sourceRect.Height*scale.Y); - } - - if (position.Y < pos.Y) - { - int diff = (int)(pos.Y - position.Y); - position.Y += diff; - drawRect.Height -= diff; - drawRect.Y += diff; - } - - spriteBatch.Draw(texture, position, - drawRect, color, rotation, Vector2.Zero, 1.0f, effects, depth); - - position.Y += sourceRect.Height*scale.Y; - } - - position.X += sourceRect.Width*scale.X; - } - } - partial void DisposeTexture() { //check if another sprite is using the same texture