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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
using System ;
using System.Collections.Generic ;
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using System.Linq ;
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namespace RecrownedAthenaeum.SpecialTypes
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{
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/// <summary>
/// Holds information about an image file that contains various textures in various regions in the file.
/// </summary>
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public class TextureAtlas : IDisposable
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{
private Texture2D texture ;
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private bool disposed ;
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private Dictionary < string , TextureAtlasRegion > dictionaryOfRegions = new Dictionary < string , TextureAtlasRegion > ( ) ;
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/// <summary>
/// Given a name, can return a <see cref="TextureAtlasRegion"/>.
/// </summary>
/// <param name="name">Name of <see cref="TextureAtlasRegion"/> to obtain.</param>
/// <returns><see cref="TextureAtlasRegion"/> based off name.</returns>
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public TextureAtlasRegion this [ string name ] { get { if ( name ! = null & & dictionaryOfRegions . ContainsKey ( name ) ) return dictionaryOfRegions [ name ] ; else return null ; } }
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/// <summary>
/// Creates a texture atlas with given main texture as well as an array of <see cref="TextureAtlasRegion"/> to represent locations of which textures reside within the atlas. Region names will be used to refer to the regions within the dictionary.
/// </summary>
/// <param name="texture">The texture representing the overall atlas.</param>
/// <param name="regions">The sub regions that represent the individual textures.</param>
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public TextureAtlas ( Texture2D texture , TextureAtlasRegion [ ] regions )
{
this . texture = texture ;
foreach ( TextureAtlasRegion region in regions )
{
dictionaryOfRegions . Add ( region . name , region ) ;
}
}
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/// <summary>
/// Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them.
/// </summary>
/// <param name="texture">The texture representing the overall atlas.</param>
/// <param name="dictionaryOfRegions"></param>
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public TextureAtlas ( Texture2D texture , Dictionary < string , TextureAtlasRegion > dictionaryOfRegions )
{
this . texture = texture ;
this . dictionaryOfRegions = dictionaryOfRegions ;
}
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/// <summary>
/// Draw the region given by a string in the atlas onto a destination rectangle.
/// </summary>
/// <param name="name">Name of region to draw.</param>
/// <param name="batch">SpriteBatch to be used.</param>
/// <param name="destination">The location to draw this region.</param>
/// <param name="color">Color to use.</param>
/// <param name="rotation">Rotation of texture drawn.</param>
/// <param name="origin">Origin used by rotation.</param>
public void Draw ( string name , SpriteBatch batch , Rectangle destination , Color color = default ( Color ) , float rotation = 0 , Vector2 origin = new Vector2 ( ) )
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{
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dictionaryOfRegions [ name ] . Draw ( batch , destination , color , rotation , origin ) ;
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}
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/// <summary>
/// Creates or obtains a previously created texture of a region.
/// </summary>
/// <param name="name">Name of region.</param>
/// <param name="graphicsDevice">graphics device to be used.</param>
/// <returns>The texture from the region.</returns>
public Texture2D ObtainRegionAsTexture ( string name , GraphicsDevice graphicsDevice )
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{
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return dictionaryOfRegions [ name ] . AsTexture2D ( graphicsDevice ) ;
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}
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/// <summary>
/// Disposes unmanaged resources for the texture atlas.
/// </summary>
public void Dispose ( )
{
Dispose ( true ) ;
}
/// <summary>
/// Overridable disposal method.
/// </summary>
/// <param name="disposing">Only true if user calls <see cref="Dispose()"/></param>
public virtual void Dispose ( bool disposing )
{
disposed = true ;
if ( ! disposed & & disposing )
{
texture . Dispose ( ) ;
for ( int i = 0 ; i < dictionaryOfRegions . Count ; i + + )
{
dictionaryOfRegions . ElementAt ( i ) . Value . Dispose ( ) ;
}
dictionaryOfRegions . Clear ( ) ;
}
}
/// <summary>
/// Destructor.
/// </summary>
~ TextureAtlas ( )
{
Dispose ( false ) ;
}
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/// <summary>
/// A region of a <see cref="TextureAtlas"/>.
/// </summary>
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public class TextureAtlasRegion : IComparable < TextureAtlasRegion > , ISpecialDrawable , IDisposable
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{
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/// <summary>
/// The name of the region. Mostly used to be refered to within the context of a <see cref="TextureAtlas"/>.
/// </summary>
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public readonly string name ;
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/// <summary>
/// The location and dimensions of where the original texture resides on the texture representing the atlas.
/// </summary>
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public readonly Rectangle sourceRectangle ;
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readonly NinePatch ninepatch ;
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Texture2D atlasTexture ;
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Texture2D regionTexture ;
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private bool disposed ;
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/// <summary>
/// A specified region in a texture atlas.
/// </summary>
/// <param name="name">Name of region.</param>
/// <param name="sourceRegion">The location of the region on the atlas.</param>
/// <param name="ninePatch">A <see cref="NinePatch"/> definition for the region.</param>
/// <param name="atlasTexture">The texture that holds the image data for the atlas.</param>
public TextureAtlasRegion ( string name , Rectangle sourceRegion , NinePatch ninePatch , Texture2D atlasTexture )
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{
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this . atlasTexture = atlasTexture ? ? throw new ArgumentNullException ( "Name parameters can be null." ) ;
this . name = name ? ? throw new ArgumentNullException ( "Name parameters can be null." ) ;
this . sourceRectangle = sourceRegion ;
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this . ninepatch = ninePatch ;
}
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/// <summary>
/// Draws the region. If ninepatch, rotation and origin are ignored.
/// </summary>
/// <param name="batch">The batch to use. Should be began.</param>
/// <param name="destination">The destination rectangle to draw to.</param>
/// <param name="color">The color to use.</param>
/// <param name="rotation">Rotation of the final drawing. Ignored if is a 9patch.</param>
/// <param name="origin">The origin of the drawing. Ignored if is a 9patch.</param>
public void Draw ( SpriteBatch batch , Rectangle destination , Color color , float rotation = 0 , Vector2 origin = default ( Vector2 ) )
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{
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if ( disposed ) throw new ObjectDisposedException ( GetType ( ) . Name ) ;
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if ( ninepatch ! = null )
{
ninepatch . Draw ( batch , destination ) ;
} else
{
batch . Draw ( atlasTexture , destination , sourceRectangle , color , rotation , origin , SpriteEffects . None , 0f ) ;
}
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}
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/// <summary>
/// Create or obtains a previously created texture of this region.
/// </summary>
/// <param name="graphicsDevice">The graphics device to use to create the texture.</param>
/// <returns>The texture of the region.</returns>
public Texture2D AsTexture2D ( GraphicsDevice graphicsDevice )
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{
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if ( disposed ) throw new ObjectDisposedException ( GetType ( ) . Name ) ;
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if ( regionTexture = = null )
{
Color [ ] data = new Color [ sourceRectangle . Width * sourceRectangle . Height ] ;
regionTexture = new Texture2D ( graphicsDevice , sourceRectangle . Width , sourceRectangle . Height ) ;
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atlasTexture . GetData ( 0 , sourceRectangle , data , 0 , sourceRectangle . Width * sourceRectangle . Height ) ;
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regionTexture . SetData ( data ) ;
}
return regionTexture ;
}
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/// <summary>
/// Compares this region to another in terms of name.
/// </summary>
/// <param name="other">The other region to compare to in terms of name.</param>
/// <returns>Less than one if precedes, greater than one if after, 0 if same.</returns>
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public int CompareTo ( TextureAtlasRegion other )
{
return name . CompareTo ( other ) ;
}
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/// <summary>
/// Call this to dispose.
/// </summary>
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public void Dispose ( )
{
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if ( disposed ) throw new ObjectDisposedException ( GetType ( ) . Name ) ;
Dispose ( true ) ;
GC . SuppressFinalize ( this ) ;
}
/// <summary>
/// Overridable dispose.
/// </summary>
/// <param name="disposing">Whether or not this was a user made call.</param>
public virtual void Dispose ( bool disposing )
{
if ( disposing & & ! disposed )
{
regionTexture ? . Dispose ( ) ;
}
disposed = true ;
}
/// <summary>
/// Destructor.
/// </summary>
~ TextureAtlasRegion ( )
{
Dispose ( false ) ;
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}
}
}
}