using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.IO; 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); } partial 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; } partial 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) { // 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 ?? this.depth); } public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Rectangle? sourceRect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null) { if (texture == null) return; // Init optional values, if not provided Rectangle rect = sourceRect ?? this.sourceRect; color = color ?? Color.White; startOffset = startOffset ?? Point.Zero; Vector2 scale = textureScale ?? Vector2.One; Rectangle texPerspective = rect; texPerspective.Location += startOffset.Value; targetSize = targetSize / scale; //how many times the texture needs to be drawn on the x-axis 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 / rect.Height); float top = pos.Y; for (int y = 0; y < yTiles; y++) { 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, rect.Width); for (int x = 0; x < xTiles; x++) { float movementX = texPerspective.Width * scale.X; texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width); spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth); if (texPerspective.X + movementX >= rect.Right) { texPerspective.X = rect.X; } left += movementX; } if (texPerspective.Y + movementY >= rect.Bottom) { texPerspective.Y = rect.Y; } top += movementY; } } partial 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; } } } }