diff --git a/RecrownedAthenaeum/Assets/AssetManager.cs b/RecrownedAthenaeum/Assets/AssetManager.cs new file mode 100644 index 0000000..89c2ece --- /dev/null +++ b/RecrownedAthenaeum/Assets/AssetManager.cs @@ -0,0 +1,207 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Threading; + +namespace RecrownedAthenaeum.Assets +{ + /// + /// Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading. + /// + public class AssetManager + { + Thread thread; + readonly AssetManager contentManager; + readonly Queue queue; + Dictionary assets; + /// + /// Path modifiers to change the path in which the content manager looks to load a file. Used for better organizing things while not needing to type entire path. + /// + private readonly Dictionary contentPathModifier; + /// + /// Used when no path modifier is defined for that specific type. + /// + public IAssetPathResolver normalPathModifier = new NormalAssetPathResolver(); + volatile float progress; + volatile bool running; + + /// + /// Whether or not the queue is empty and all content is loaded. + /// + public bool Done { get { return !running && queue.Count == 0; } } + + /// + /// The progress of the loading. 1 is complete while 0 is incomplete. + /// + public float Progress { get { return progress; } } + + /// + /// Wraps the . + /// + /// The manager to wrap. + public AssetManager() + { + assets = new Dictionary(); + queue = new Queue(); + contentPathModifier = new Dictionary(); + } + /// + /// Adds a to this handler. + /// + /// + /// + public void AddContentPathResolver(Type assetType, IAssetPathResolver contentResolver) { + contentPathModifier.Add(assetType, contentResolver); + } + /// + /// Removes the for the key. + /// + /// + public void RemoveContentResolver(Type assetType) { + contentPathModifier.Remove(assetType); + } + private void Load(string assetName, Type type, bool usePathModifier) + { + Debug.WriteLine("Loading asset: " + assetName); + string path = assetName; + if (usePathModifier) + { + IAssetPathResolver handler; + if (contentPathModifier.ContainsKey(type)) + { + handler = contentPathModifier[type]; + } + else + { + handler = normalPathModifier; + } + path = handler.Modify(assetName); + } + assets.Add(assetName, contentManager.Load(path)); + + } + + /// + /// Gets the requested asset. + /// + /// The type of the asset for an alternative way to cast. + /// The name of the asset. + /// The asset casted to the type given with T. + public T Get(string assetName) + { + lock (queue) + { + return (T)assets[assetName]; + } + } + + /// + /// Queues an asset to be loaded. + /// + /// The type of the asset to be queued. + /// Name of asset to look for. + /// Whether or not to use the path modifiers. + public void Queue(string assetName, bool usePathModifier = true) + { + lock (queue) + { + if (!assets.ContainsKey(assetName)) + { + queue.Enqueue(new ContentData(assetName, typeof(T), usePathModifier)); + Debug.WriteLine("Queued asset: " + assetName); + } + else + { + throw new InvalidOperationException("Did not queue asset due to asset with same name being loaded: " + assetName); + } + } + } + + /// + /// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame. + /// + public void Update() + { + if (queue.Count > 0 && (thread == null || !thread.IsAlive)) + { + thread = new Thread(LoadBatch); + thread.Start(); + } + } + + private void LoadBatch() + { + running = true; + int totalTasks = queue.Count; + int tasksCompleted = 0; + while (queue.Count != 0) + { + lock (queue) + { + ContentData content = queue.Dequeue(); + Load(content.assetName, content.type, content.usePathModifier); + tasksCompleted++; + progress = (float)tasksCompleted / totalTasks; + } + } + running = false; + } + /// + /// Removes the asset from the list of assets in the system. + /// Cannot remove from queue. + /// + /// the string name used to load the asset + public void Remove(string name) + { + lock (queue) + { + if (assets.ContainsKey(name)) + { + if (assets[name] is IDisposable) + { + ((IDisposable)assets[name]).Dispose(); + } + assets.Remove(name); + } + } + } + + /// + /// Clears the queue. + /// + public void ClearQueue() + { + lock (queue) + { + queue.Clear(); + } + } + + /// + /// Unloads everything from both queue and loaded list while properly disposing of the assets loaded. + /// + public void UnloadAll() + { + lock (queue) + { + contentManager.Unload(); + assets.Clear(); + ClearQueue(); + Debug.WriteLine("Unloaded all assets."); + } + } + private struct ContentData + { + internal Type type; + internal string assetName; + internal bool usePathModifier; + + public ContentData(string assetName, Type type, bool usePathModifier) + { + this.type = type; + this.assetName = assetName; + this.usePathModifier = usePathModifier; + } + } + } +} diff --git a/RecrownedAthenaeum/Assets/IAssetPathResolver.cs b/RecrownedAthenaeum/Assets/IAssetPathResolver.cs new file mode 100644 index 0000000..40831bb --- /dev/null +++ b/RecrownedAthenaeum/Assets/IAssetPathResolver.cs @@ -0,0 +1,15 @@ +namespace RecrownedAthenaeum.Assets +{ + /// + /// Modifies the given path based on a name. Used to simplify long paths for the + /// + public interface IAssetPathResolver + { + /// + /// Returns the complete path with the content folder as root. + /// + /// Is the asset's name + /// + string Modify(string contentPath); + } +} diff --git a/RecrownedAthenaeum/Assets/NormalContentResolver.cs b/RecrownedAthenaeum/Assets/NormalContentResolver.cs new file mode 100644 index 0000000..f2c8893 --- /dev/null +++ b/RecrownedAthenaeum/Assets/NormalContentResolver.cs @@ -0,0 +1,18 @@ +namespace RecrownedAthenaeum.Assets +{ + /// + /// A resolver that does nothing. Used for looking in the root by default. + /// + public class NormalAssetPathResolver : IAssetPathResolver + { + /// + /// Passes the path through without modification as this is the normal content resolver and is meant to just pass things on. + /// + /// The path to modify. + /// + public string Modify(string contentPath) + { + return contentPath; + } + } +} diff --git a/RecrownedAthenaeum/Types/Color.cs b/RecrownedAthenaeum/Types/Color.cs new file mode 100644 index 0000000..242e113 --- /dev/null +++ b/RecrownedAthenaeum/Types/Color.cs @@ -0,0 +1,32 @@ +using System; +namespace RecrownedAthenaeum.Types +{ + public struct Color + { + public byte r, g, b; + public float R { + set { + r = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue); + } + get { + return r / (float)(byte.MaxValue); + } + } + public float G { + set { + g = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue); + } + get { + return g / (float)(byte.MaxValue); + } + } + public float B { + set { + g = (byte)Math.Min(Math.Round(Byte.MaxValue * value), Byte.MaxValue); + } + get { + return g / (float)(byte.MaxValue); + } + } + } +} \ No newline at end of file diff --git a/RecrownedAthenaeum/Types/ISpecialDrawable.cs b/RecrownedAthenaeum/Types/ISpecialDrawable.cs new file mode 100644 index 0000000..27c6eb1 --- /dev/null +++ b/RecrownedAthenaeum/Types/ISpecialDrawable.cs @@ -0,0 +1,20 @@ +using RecrownedAthenaeum.Render; + +namespace RecrownedAthenaeum.Types +{ + /// + /// A wrapper that makes sure anything implementing can be drawn with options. + /// + public interface ISpecialDrawable + { + /// + /// Should draw whatever implements this. + /// + /// The batch to be used. + /// The location and dimensions to draw to. + /// The color tint to draw with. + /// The rotation to be used. + /// The origin for the rotation. + void Draw(ConsistentSpriteBatch spriteBatch, Rectangle destination, Color color, float rotation = 0f, Vector2 origin = default(Vector2)); + } +} diff --git a/RecrownedAthenaeum/Types/NinePatch.cs b/RecrownedAthenaeum/Types/NinePatch.cs new file mode 100644 index 0000000..db37e2f --- /dev/null +++ b/RecrownedAthenaeum/Types/NinePatch.cs @@ -0,0 +1,128 @@ +using RecrownedAthenaeum.Render; +using System; + +namespace RecrownedAthenaeum.Types +{ + /// + /// An object that represents a ninepatch. + /// + public class NinePatch : ISpecialDrawable + { + /// + /// Dimensions in ninepatch. May also represent position in texture atlas. + /// + public Rectangle textureRegion; + readonly Texture2D texture; + readonly int left, right, bottom, top; + + Rectangle[] sourcePatches; + + /// + /// A nine patch object. + /// + /// Texture used for the nine patch. Dimensions must be greater than their sum border counter parts. If used as part of texture atlas, the texture should be the texture of the entire atlas. + /// Left side. + /// Right side. + /// Bottom side. + /// Top side. + /// The dimensions and potentially the coordinates of the rectangle on an atlas. If left to default of null, will only be set to texture bounds. + public NinePatch(Texture2D texture, int left, int right, int bottom, int top, Rectangle? textureBounds = null) + { + this.texture = texture; + if (textureBounds.HasValue) textureRegion = textureBounds.Value; else textureRegion = texture.Bounds; + if (left + right >= textureRegion.Width) throw new ArgumentOutOfRangeException("left and right values cannot be greater than or equal to the width of region. Left value is " + left + " and right value is " + right + ". Bounds of texture are: " + textureRegion); + if (bottom + top >= textureRegion.Height) throw new ArgumentOutOfRangeException("Bottom and top values cannot be greater than or equal to the width of region. Bottom value is " + bottom + " and top value is " + top + "."); + this.left = left; + this.right = right; + this.bottom = bottom; + this.top = top; + + Rectangle[] patches = +{ + new Rectangle(0, 0, left, bottom), + new Rectangle(left, 0, textureRegion.Width - left - right, bottom), + new Rectangle(textureRegion.Width - right, 0, right, bottom), + new Rectangle(0, bottom, left, textureRegion.Height - top - bottom), + new Rectangle(left, bottom, textureRegion.Width - left - right, textureRegion.Height - bottom - top), + new Rectangle(textureRegion.Width - right, bottom, right, textureRegion.Height - top - bottom), + new Rectangle(0, textureRegion.Height - top, left, top), + new Rectangle(left, textureRegion.Height - top, textureRegion.Width - left - right, top), + new Rectangle(textureRegion.Width - right, textureRegion.Height - top, right, top), + }; + + for (int i = 0; i < patches.Length; i++) + { + patches[i].X += textureRegion.X; + patches[i].Y += textureRegion.Y; + } + + sourcePatches = patches; + + } + + private Rectangle[] GenenerateDestinationRectangles(int width, int height) + { + Rectangle[] patches = + { + new Rectangle(0, 0, left, bottom), + new Rectangle(left, 0, width - left - right, bottom), + new Rectangle(width -right, 0, right, bottom), + new Rectangle(0, bottom, left, height - bottom - top), + new Rectangle(left, bottom, width - left - right, height - top - bottom), + new Rectangle(width - right, bottom, right, height - top - bottom), + new Rectangle(0, height - top, left, top), + new Rectangle(left, height - top, width - left - right, top), + new Rectangle(width - right, height - top, right, top), + }; + return patches; + } + + /// + /// Draws the ninepatch. + /// + /// Batch to use. + /// The color of the patch. + /// Where to the patch. + public void Draw(ConsistentSpriteBatch spriteBatch, Color color, Rectangle destination) + { + try + { + spriteBatch.End(); + } catch (InvalidOperationException) + { + throw new InvalidOperationException("Begin must be called to draw a nine patch!"); + } + + spriteBatch.BeginWithoutSaving(samplerState: SamplerState.PointClamp); + + Rectangle[] destinations = GenenerateDestinationRectangles(destination.Width, destination.Height); + for (int i = 0; i < destinations.Length; i++) + { + destinations[i].X += destination.X; + destinations[i].Y += destination.Y; + spriteBatch.Draw(texture, destinations[i], sourcePatches[i], color); + } + spriteBatch.End(); + + spriteBatch.Begin(); + } + + /// + /// + /// Spritebatch to use. + /// The destination to draw the patch. + /// The tint for each patch. + /// Not considered for 9patches. + /// Not considered for 9patches. + public void Draw(ConsistentSpriteBatch spriteBatch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = default(Vector2)) + { + if (rotation != 0) throw new NotImplementedException("Ninepatches can't be rotated."); + if (origin != default(Vector2)) + { + destination.X -= (int)origin.X; + destination.Y -= (int)origin.Y; + } + Draw(spriteBatch, color, destination); + } + } +} diff --git a/RecrownedAthenaeum/Types/Rectangle.cs b/RecrownedAthenaeum/Types/Rectangle.cs new file mode 100644 index 0000000..8e3de9c --- /dev/null +++ b/RecrownedAthenaeum/Types/Rectangle.cs @@ -0,0 +1,24 @@ +namespace RecrownedAthenaeum.Types +{ + public struct Rectangle + { + public int Width {set; get;} + public int Height {set; get;} + + public int X {set; get;} + public int Y {set; get;} + + public int Area { + get { + return Width * Height; + } + } + + public Rectangle(int x, int y, int width, int height) { + Width = width; + Height = height; + X = x; + Y = y; + } + } +} \ No newline at end of file diff --git a/RecrownedAthenaeum/Types/Resolution.cs b/RecrownedAthenaeum/Types/Resolution.cs new file mode 100644 index 0000000..745e270 --- /dev/null +++ b/RecrownedAthenaeum/Types/Resolution.cs @@ -0,0 +1,54 @@ +using System; + +namespace RecrownedAthenaeum.Types +{ + /// + /// Holds a width and height while allowing for easier comparison between other s. + /// + public struct Resolution : IComparable + { + /// + /// Dimensions of resolution. + /// + public int Width, Height; + + /// + /// Constructs resolution given the dimensions. + /// + /// Width of resolution. + /// Height of resolution. + public Resolution(int width, int height) + { + Width = width; + Height = height; + } + + /// + /// Compares area of this resolution to another. + /// + /// The other resolution to compare to. + /// A value less than 0 for this being the smaller resolution, 0 for the two being the same in area, and larger for this being the larger in area. + public int CompareTo(Resolution other) + { + return Area() - other.Area(); + } + + /// + /// Gets a string representation of this resolution. + /// + /// "WidthxHeight" + public override string ToString() + { + return Width + "x" + Height; + } + + /// + /// Calculates area of resolution. + /// + /// Area of resolution. + public int Area() + { + return Width * Height; + } + } +} diff --git a/RecrownedAthenaeum/Types/TextureAtlas.cs b/RecrownedAthenaeum/Types/TextureAtlas.cs new file mode 100644 index 0000000..3a85e29 --- /dev/null +++ b/RecrownedAthenaeum/Types/TextureAtlas.cs @@ -0,0 +1,234 @@ +using RecrownedAthenaeum.Render; +using System; +using System.Collections.Generic; +using System.Linq; + +namespace RecrownedAthenaeum.Types +{ + /// + /// Holds information about an image file that contains various textures in various regions in the file. + /// + public class TextureAtlas : IDisposable + { + private Texture2D texture; + private bool disposed; + private Dictionary dictionaryOfRegions = new Dictionary(); + + /// + /// Given a name, can return a . + /// + /// Name of to obtain. + /// based off name. + public Region this[string name] { get { if (name != null && dictionaryOfRegions.ContainsKey(name)) return dictionaryOfRegions[name]; else throw new KeyNotFoundException("Given key \"" + name + "\" does not exist."); } } + + /// + /// Creates a texture atlas with given main texture as well as an array of to represent locations of which textures reside within the atlas. Region names will be used to refer to the regions within the dictionary. + /// + /// The texture representing the overall atlas. + /// The sub regions that represent the individual textures. + public TextureAtlas(Texture2D texture, Region[] regions) + { + this.texture = texture; + foreach (Region region in regions) + { + dictionaryOfRegions.Add(region.name, region); + } + } + + /// + /// Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them. + /// + /// The texture representing the overall atlas. + /// + public TextureAtlas(Texture2D texture, Dictionary dictionaryOfRegions) + { + this.texture = texture; + this.dictionaryOfRegions = dictionaryOfRegions; + } + + /// + /// Draw the region given by a string in the atlas onto a destination rectangle. + /// + /// Name of region to draw. + /// SpriteBatch to be used. + /// The location to draw this region. + /// Color to use. + /// Rotation of texture drawn. + /// Origin used by rotation. + public void Draw(string name, ConsistentSpriteBatch batch, Rectangle destination, Color color = default(Color), float rotation = 0, Vector2 origin = new Vector2()) + { + dictionaryOfRegions[name].Draw(batch, destination, color, rotation, origin); + } + + /// + /// Creates or obtains a previously created texture of a region. + /// + /// Name of region. + /// graphics device to be used to generate the texture. + /// The texture from the region. + public Texture2D ObtainRegionAsTexture(string name, GraphicsDevice graphicsDevice) + { + return dictionaryOfRegions[name].AsTexture2D(graphicsDevice); + } + + /// + /// Whether or not this atlas contains the given region name. + /// + /// The name of the region to check for. + /// True if this atlas does contain the region given by name. + public bool ContainsRegion(string regionName) + { + return dictionaryOfRegions.ContainsKey(regionName); + } + + /// + /// Disposes unmanaged resources for the texture atlas. + /// + public void Dispose() + { + Dispose(true); + } + + /// + /// Overridable disposal method. + /// + /// Only true if user calls + public virtual void Dispose(bool disposing) + { + disposed = true; + if (!disposed && disposing) + { + texture.Dispose(); + for (int i = 0; i < dictionaryOfRegions.Count; i++) + { + Region region = dictionaryOfRegions.ElementAt(i).Value; + + if (!region.Disposed) + { + dictionaryOfRegions.ElementAt(i).Value.Dispose(); + } + } + dictionaryOfRegions.Clear(); + } + } + + /// + /// Destructor. + /// + ~TextureAtlas() + { + Dispose(false); + } + + /// + /// A region of a . + /// + public class Region : ISpecialDrawable, IDisposable + { + /// + /// The name of the region. Mostly used to be refered to within the context of a . + /// + public readonly string name; + + /// + /// The location and dimensions of where the original texture resides on the texture representing the atlas. + /// + public readonly Rectangle sourceRectangle; + readonly NinePatch ninepatch; + Texture2D atlasTexture; + Texture2D regionTexture; + + /// + /// If region has already been disposed. + /// + public bool Disposed { get; private set; } + + /// + /// A specified region in a texture atlas. + /// + /// Name of region. + /// The location of the region on the atlas. + /// A definition for the region. + /// The texture that holds the image data for the atlas. + public Region(string name, Rectangle sourceRegion, NinePatch ninePatch, Texture2D atlasTexture) + { + this.atlasTexture = atlasTexture ?? throw new ArgumentNullException("Name parameters can be null."); + this.name = name ?? throw new ArgumentNullException("Name parameters can be null."); + sourceRectangle = sourceRegion; + ninepatch = ninePatch; + } + + /// + /// Draws the region. If ninepatch, rotation and origin are ignored. + /// + /// The batch to use. Should be began. + /// The destination rectangle to draw to. + /// The color to use. + /// Rotation of the final drawing. Ignored if is a 9patch. + /// The origin of the drawing. Ignored if is a 9patch. + public void Draw(ConsistentSpriteBatch batch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = default(Vector2)) + { + if (Disposed) throw new ObjectDisposedException(GetType().Name); + + if (ninepatch != null) + { + ninepatch.Draw(batch, color, destination); + } + else + { + batch.Draw(atlasTexture, destination, sourceRectangle, color, rotation, origin, SpriteEffects.None, 0f); + } + } + + /// + /// Create or obtains a previously created texture of this region. + /// + /// The graphics device to use to create the texture. + /// The texture of the region. + public Texture2D AsTexture2D(GraphicsDevice graphicsDevice) + { + if (Disposed) throw new ObjectDisposedException(GetType().Name); + + if (regionTexture == null) + { + Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height]; + regionTexture = new Texture2D(graphicsDevice, sourceRectangle.Width, sourceRectangle.Height); + atlasTexture.GetData(0, sourceRectangle, data, 0, sourceRectangle.Width * sourceRectangle.Height); + regionTexture.SetData(data); + } + return regionTexture; + } + + /// + /// Call this to dispose. + /// + public void Dispose() + { + if (Disposed) throw new ObjectDisposedException(GetType().Name); + Dispose(true); + GC.SuppressFinalize(this); + } + + /// + /// Overridable dispose. + /// + /// Whether or not this was a user made call. + public virtual void Dispose(bool disposing) + { + if (disposing && !Disposed) + { + regionTexture?.Dispose(); + } + Disposed = true; + } + + /// + /// Destructor. + /// + ~Region() + { + Dispose(false); + } + } + } +}