Files
LuaCsForBarotraumaEP/Subsurface/Source/Sprite.cs
2017-04-07 22:22:07 +03:00

400 lines
14 KiB
C#

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 class Sprite
{
static List<Sprite> list = new List<Sprite>();
//the file from which the texture is loaded
//if two sprites use the same file, they share the same texture
string file;
protected Texture2D texture;
//the area in the texture that is supposed to be drawn
Rectangle sourceRect;
//the offset used when drawing the sprite
protected Vector2 offset;
protected 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;
protected float depth;
public Rectangle SourceRect
{
get { return sourceRect; }
set { sourceRect = value; }
}
public float Depth
{
get { return depth; }
set { depth = MathHelper.Clamp(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 override string ToString()
{
return FilePath + ": " + sourceRect;
}
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 += "/";
}
this.file = path + file;
texture = LoadTexture(this.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);
list.Add(this);
}
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)
{
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;
}
}
public void Remove()
{
list.Remove(this);
//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;
}
}
}
}