using System; using System.Collections.Generic; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Xml.Linq; namespace Barotrauma { public partial class Sprite { protected Texture2D texture; public Texture2D Texture { get { return texture; } } public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f) { this.texture = texture; sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height); offset = newOffset ?? Vector2.Zero; size = new Vector2(sourceRect.Width, sourceRect.Height); origin = Vector2.Zero; effects = SpriteEffects.None; rotation = newRotation; list.Add(this); } private void LoadTexture(ref Vector4 sourceVector,ref bool shouldReturn) { texture = LoadTexture(this.file); if (texture == null) { shouldReturn = true; return; } if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width; if (sourceVector.W == 0.0f) sourceVector.W = texture.Height; } private void CalculateSourceRect() { sourceRect = new Rectangle(0, 0, texture.Width, texture.Height); } public static Texture2D LoadTexture(string file) { foreach (Sprite s in list) { if (s.file == file) return s.texture; } if (File.Exists(file)) { return TextureLoader.FromFile(file); } else { DebugConsole.ThrowError("Sprite \"" + file + "\" not found!"); } return null; } public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None) { this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect); } public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth); } public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth); } public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { //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) { DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color); } public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color, Point offset, float? overrideDepth = null) { //how many times the texture needs to be drawn on the x-axis int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width); //how many times the texture needs to be drawn on the y-axis int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.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); float top = pos.Y; texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height); for (int y = 0; y < yTiles; y++) { var movementY = texPerspective.Height; 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); for (int x = 0; x < xTiles; x++) { var movementX = texPerspective.Width; 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); 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; left += movementX; } if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y; top += movementY; } } public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color) { DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color); } public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color) { //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); //how many times the texture needs to be drawn on the y-axis int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height); 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) - (pos.X + targetSize.X)); } else { drawRect.Width = sourceRect.Width; } 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) - (pos.Y + targetSize.Y)); } else { drawRect.Height = sourceRect.Height; } 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; } position.X += sourceRect.Width; } } private void DisposeTexture() { //check if another sprite is using the same texture foreach (Sprite s in list) { if (s.file == file) return; } //if not, free the texture if (texture != null) { texture.Dispose(); texture = null; } } } }