Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Sprite/Sprite.cs
T
2018-04-06 15:11:04 +03:00

168 lines
6.2 KiB
C#

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;
}
}
}
}