190 lines
8.6 KiB
C#
190 lines
8.6 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.Collections.Generic;
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namespace RecrownedAthenaeum.DataTypes
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{
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/// <summary>
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/// Holds information about an image file that contains various textures in various regions in the file.
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/// </summary>
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public class TextureAtlas
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{
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private Texture2D texture;
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private Dictionary<string, TextureAtlasRegion> dictionaryOfRegions = new Dictionary<string, TextureAtlasRegion>();
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/// <summary>
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/// Given a name, can return a <see cref="TextureAtlasRegion"/>.
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/// </summary>
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/// <param name="name">Name of <see cref="TextureAtlasRegion"/> to obtain.</param>
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/// <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>
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/// 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.
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/// </summary>
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/// <param name="texture">The texture representing the overall atlas.</param>
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/// <param name="regions">The sub regions that represent the individual textures.</param>
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public TextureAtlas(Texture2D texture, TextureAtlasRegion[] regions)
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{
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this.texture = texture;
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foreach (TextureAtlasRegion region in regions)
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{
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dictionaryOfRegions.Add(region.name, region);
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}
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}
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/// <summary>
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/// Creates a texture region given a dictionary of regions keyed to strings that can be used to refer to them.
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/// </summary>
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/// <param name="texture">The texture representing the overall atlas.</param>
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/// <param name="dictionaryOfRegions"></param>
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public TextureAtlas(Texture2D texture, Dictionary<string, TextureAtlasRegion> dictionaryOfRegions)
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{
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this.texture = texture;
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this.dictionaryOfRegions = dictionaryOfRegions;
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}
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/// <summary>
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/// Draw the region given by a string in the atlas onto a destination rectangle.
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/// </summary>
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/// <param name="name">Name of region to draw.</param>
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/// <param name="batch">SpriteBatch to be used.</param>
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/// <param name="destination">The location to draw this region.</param>
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/// <param name="color">Color to use.</param>
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/// <param name="rotation">Rotation of texture drawn.</param>
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/// <param name="origin">Origin used by rotation.</param>
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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>
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/// Creates or obtains a previously created texture of a region.
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/// </summary>
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/// <param name="name">Name of region.</param>
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/// <param name="graphicsDevice">graphics device to be used.</param>
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/// <returns>The texture from the region.</returns>
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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>
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/// A region of a <see cref="TextureAtlas"/>.
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/// </summary>
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public class TextureAtlasRegion : IComparable<TextureAtlasRegion>, ISpecialDrawable, IDisposable
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{
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/// <summary>
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/// The name of the region. Mostly used to be refered to within the context of a <see cref="TextureAtlas"/>.
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/// </summary>
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public readonly string name;
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/// <summary>
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/// The location and dimensions of where the original texture resides on the texture representing the atlas.
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/// </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>
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/// A specified region in a texture atlas.
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/// </summary>
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/// <param name="name">Name of region.</param>
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/// <param name="sourceRegion">The location of the region on the atlas.</param>
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/// <param name="ninePatch">A <see cref="NinePatch"/> definition for the region.</param>
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/// <param name="atlasTexture">The texture that holds the image data for the atlas.</param>
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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.");
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this.name = name ?? throw new ArgumentNullException("Name parameters can be null.");
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this.sourceRectangle = sourceRegion;
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this.ninepatch = ninePatch;
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}
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/// <summary>
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/// Draws the region. If ninepatch, rotation and origin are ignored.
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/// </summary>
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/// <param name="batch">The batch to use. Should be began.</param>
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/// <param name="destination">The destination rectangle to draw to.</param>
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/// <param name="color">The color to use.</param>
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/// <param name="rotation">Rotation of the final drawing. Ignored if is a 9patch.</param>
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/// <param name="origin">The origin of the drawing. Ignored if is a 9patch.</param>
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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)
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{
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ninepatch.Draw(batch, destination);
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} else
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{
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batch.Draw(atlasTexture, destination, sourceRectangle, color, rotation, origin, SpriteEffects.None, 0f);
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}
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}
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/// <summary>
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/// Create or obtains a previously created texture of this region.
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/// </summary>
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/// <param name="graphicsDevice">The graphics device to use to create the texture.</param>
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/// <returns>The texture of the region.</returns>
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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)
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{
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Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height];
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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);
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}
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return regionTexture;
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}
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/// <summary>
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/// Compares this region to another in terms of name.
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/// </summary>
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/// <param name="other">The other region to compare to in terms of name.</param>
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/// <returns>Less than one if precedes, greater than one if after, 0 if same.</returns>
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public int CompareTo(TextureAtlasRegion other)
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{
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return name.CompareTo(other);
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}
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/// <summary>
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/// Call this to dispose.
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/// </summary>
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public void Dispose()
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{
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if (disposed) throw new ObjectDisposedException(GetType().Name);
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Overridable dispose.
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/// </summary>
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/// <param name="disposing">Whether or not this was a user made call.</param>
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public virtual void Dispose(bool disposing)
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{
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if (disposing && !disposed)
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{
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regionTexture?.Dispose();
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}
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disposed = true;
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}
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/// <summary>
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/// Destructor.
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/// </summary>
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~TextureAtlasRegion()
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{
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Dispose(false);
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}
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}
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}
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}
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