223 lines
9.2 KiB
C#
223 lines
9.2 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.IO;
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namespace Barotrauma
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{
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public partial class Sprite
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{
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protected Texture2D texture;
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public Texture2D Texture
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{
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get { return texture; }
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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{
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this.texture = texture;
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sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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offset = newOffset ?? Vector2.Zero;
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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origin = Vector2.Zero;
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effects = SpriteEffects.None;
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rotation = newRotation;
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list.Add(this);
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}
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partial void LoadTexture(ref Vector4 sourceVector,ref bool shouldReturn)
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{
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texture = LoadTexture(this.file);
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if (texture == null)
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{
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shouldReturn = true;
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return;
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}
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if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width;
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if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
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}
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partial void CalculateSourceRect()
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{
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sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
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}
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public static Texture2D LoadTexture(string file)
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{
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foreach (Sprite s in list)
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{
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if (s.file == file) return s.texture;
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}
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if (File.Exists(file))
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{
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return TextureLoader.FromFile(file);
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}
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else
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{
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DebugConsole.ThrowError("Sprite \"" + file + "\" not found!");
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}
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return null;
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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{
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this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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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)
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{
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this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (texture == null) return;
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
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}
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/// <summary>
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/// Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it)
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/// </summary>
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public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (texture == null) return;
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for (int x = -1; x <= 1; x += 2)
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{
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for (int y = -1; y <= 1; y += 2)
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{
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spriteBatch.Draw(texture, pos + offset + new Vector2(x, y), sourceRect, Color.Black, rotation + rotate, origin, scale, spriteEffect, (depth ?? this.depth) + 0.01f);
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}
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}
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize,
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Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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if (texture == null) return;
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// Init optional values, if not provided
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if (rect.HasValue)
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{
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//TODO: this probably shouldn't be modifying the sourceRect of the sprite?
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sourceRect = rect.Value;
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}
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color = color ?? Color.White;
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startOffset = startOffset ?? Point.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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//which area of the texture to draw
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Rectangle texPerspective = sourceRect;
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texPerspective.Location += startOffset.Value;
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targetSize = targetSize / scale;
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width);
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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//wrap texPerspective inside the source rectangle
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while (texPerspective.X >= sourceRect.Right)
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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while (texPerspective.Y >= sourceRect.Bottom)
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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float top = pos.Y;
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texPerspective.Height = (int)Math.Min(Math.Ceiling(targetSize.Y), sourceRect.Height);
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for (int y = 0; y < yTiles; y++)
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{
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float movementY = texPerspective.Height * scale.Y;
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texPerspective.Height = Math.Min((int)Math.Ceiling(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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float left = pos.X;
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X), sourceRect.Width);
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for (int x = 0; x < xTiles; x++)
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{
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float movementX = texPerspective.Width * scale.X;
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texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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//the edge of this tile would go over the right edge of the source rectangle,
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//we need to wrap back and draw a slice from the left side
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if (texPerspective.Right > sourceRect.Right)
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{
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int diff = texPerspective.Right - sourceRect.Right;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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spriteBatch.Draw(texture,
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new Vector2(left, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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texPerspective.Width -= diff;
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left += diff;
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}
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else
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{
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texPerspective.Width -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width * scale.X, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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}
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else if (texPerspective.Bottom > sourceRect.Bottom)
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{
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//TODO: make this work correctly on vertically flipped sprites
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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texPerspective.Height -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height * scale.Y),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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}
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective,
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color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
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if (texPerspective.X + movementX >= sourceRect.Right && x < xTiles - 1) texPerspective.X = sourceRect.X;
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left += movementX;
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}
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if (texPerspective.Y + movementY >= sourceRect.Bottom && y < yTiles - 1) texPerspective.Y = sourceRect.Y;
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top += movementY;
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}
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}
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partial void DisposeTexture()
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{
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//check if another sprite is using the same texture
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foreach (Sprite s in list)
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{
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if (s.file == file) return;
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}
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//if not, free the texture
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if (texture != null)
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{
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texture.Dispose();
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texture = null;
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}
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}
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}
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}
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