added documentation and cleaned up some parameters. Added obtain and draw functions to the skin class.
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@ -13,7 +13,6 @@ namespace RecrownedAthenaeum.DataTypes
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{
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public class TextureAtlas
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{
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[JsonIgnore]
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private Texture2D texture;
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private Dictionary<string, TextureAtlasRegion> dictionaryOfRegions = new Dictionary<string, TextureAtlasRegion>();
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@ -33,15 +32,29 @@ namespace RecrownedAthenaeum.DataTypes
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this.dictionaryOfRegions = dictionaryOfRegions;
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}
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public void Draw(string name, SpriteBatch batch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = new Vector2())
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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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public Texture2D TextureOfRegion(string name, GraphicsDevice graphicsDevice)
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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, texture);
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return dictionaryOfRegions[name].AsTexture2D(graphicsDevice);
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}
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public class TextureAtlasRegion : IComparable<TextureAtlasRegion>, IDisposable
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@ -52,11 +65,18 @@ namespace RecrownedAthenaeum.DataTypes
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Texture2D atlasTexture;
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Texture2D regionTexture;
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public TextureAtlasRegion(string name, Rectangle source, NinePatch ninePatch, Texture2D atlasTexture)
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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;
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this.name = name;
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this.sourceRectangle = source;
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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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@ -65,13 +85,18 @@ namespace RecrownedAthenaeum.DataTypes
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batch.Draw(atlasTexture, destination, sourceRectangle, color, rotation, origin, SpriteEffects.None, 0f);
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}
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public Texture2D AsTexture2D(GraphicsDevice graphicsDevice, Texture2D textureAtlas)
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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 (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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textureAtlas.GetData(0, sourceRectangle, data, 0, 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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@ -5,11 +5,11 @@ using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Recrowned-Athenaeum")]
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[assembly: AssemblyTitle("RecrownedAthenaeum")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Recrowned-Athenaeum")]
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[assembly: AssemblyProduct("RecrownedAthenaeum")]
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[assembly: AssemblyCopyright("Copyright © 2018")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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@ -25,9 +25,19 @@ namespace RecrownedAthenaeum.UI.Skin
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definitions = new Dictionary<Type, Dictionary<string, ISkinDefinition>>();
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}
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public void Draw(string texture, string color, Rectangle region)
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public void Draw(string regionName, string color, SpriteBatch batch, Rectangle destination, Type type, float rotation = 0, Vector2 origin = default(Vector2))
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{
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textureAtlas.Draw(regionName, batch, destination, colors[color], rotation, origin);
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}
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public ISkinDefinition ObtainDefinition(string definitionName, Type type)
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{
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return definitions[type][definitionName];
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}
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public T ObtainDefinition<T>(string definitionName) where T : ISkinDefinition
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{
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return (T)definitions[typeof(T)][definitionName];
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}
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public void AddDefinition(string definitionName, ISkinDefinition skinDefinition)
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