using System; using System.Collections.Generic; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Xml.Linq; namespace Subsurface { public class Sprite { static List list = new List(); //the file from which the texture is loaded //if two sprites use the same file, they share the same texture string file; Texture2D texture; //the area in the texture that is supposed to be drawn Rectangle sourceRect; //the offset used when drawing the sprite Vector2 offset; public Vector2 origin; //the size of the drawn sprite, if larger than the source, //the sprite is tiled to fill the target size public Vector2 size; public float rotation; public SpriteEffects effects; float depth; public Rectangle SourceRect { get { return sourceRect; } set { sourceRect = value; } } public float Depth { get { return depth; } set { depth = Math.Min(Math.Max(value, 0.0f), 1.0f); } } public Vector2 Origin { get { return origin; } set { origin = value; } } public Texture2D Texture { get { return texture; } } public string FilePath { get { return file; } } public Sprite(XElement element, string path = "", string file = "") { if (file == "") { file = ToolBox.GetAttributeString(element, "texture", ""); } if (file == "") { DebugConsole.ThrowError("Sprite " + element + " doesn't have a texture specified!"); return; } if (!string.IsNullOrEmpty(path)) { if (!path.EndsWith("/")) path += "/"; } file = path + file; texture = LoadTexture(file); if (texture == null) return; Vector4 sourceVector = ToolBox.GetAttributeVector4(element, "sourcerect", Vector4.Zero); if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width; if (sourceVector.W == 0.0f) sourceVector.W = texture.Height; sourceRect = new Rectangle( (int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W); origin = ToolBox.GetAttributeVector2(element, "origin", new Vector2(0.5f, 0.5f)); origin.X = origin.X * sourceRect.Width; origin.Y = origin.Y * sourceRect.Height; size = ToolBox.GetAttributeVector2(element, "size", Vector2.One); size.X *= sourceRect.Width; size.Y *= sourceRect.Height; Depth = ToolBox.GetAttributeFloat(element, "depth", 0.0f); } public Sprite(string newFile, Vector2 newOrigin) { file = newFile; texture = LoadTexture(file); if (texture == null) return; sourceRect = new Rectangle(0, 0, texture.Width, texture.Height); size = new Vector2(sourceRect.Width, sourceRect.Height); origin = new Vector2((float)texture.Width * newOrigin.X, (float)texture.Height * newOrigin.Y); effects = SpriteEffects.None; list.Add(this); } 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); } public Sprite(string newFile, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f) { file = newFile; texture = LoadTexture(file); sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height); offset = newOffset ?? Vector2.Zero; size = new Vector2(sourceRect.Width, sourceRect.Height); origin = Vector2.Zero; rotation = newRotation; list.Add(this); } 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) { spriteBatch.Draw(texture, pos + offset, sourceRect, Color.White, rotation + rotate, origin, scale, spriteEffect, depth); } public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth==null ? this.depth : (float)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) { spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth); } public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null) { 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, Vector2 startOffset, 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