added documentation and cleaned up some parameters. Added obtain and draw functions to the skin class.

This commit is contained in:
Harrison Deng 2018-12-11 20:03:35 -06:00
parent 081f84cd47
commit 8ddb79c135
3 changed files with 50 additions and 15 deletions

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@ -13,7 +13,6 @@ namespace RecrownedAthenaeum.DataTypes
{
public class TextureAtlas
{
[JsonIgnore]
private Texture2D texture;
private Dictionary<string, TextureAtlasRegion> dictionaryOfRegions = new Dictionary<string, TextureAtlasRegion>();
@ -33,15 +32,29 @@ namespace RecrownedAthenaeum.DataTypes
this.dictionaryOfRegions = dictionaryOfRegions;
}
public void Draw(string name, SpriteBatch batch, Rectangle destination, Color color, float rotation = 0, Vector2 origin = new Vector2())
/// <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())
{
dictionaryOfRegions[name].Draw(batch, destination, color, rotation, origin);
}
public Texture2D TextureOfRegion(string name, GraphicsDevice graphicsDevice)
/// <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)
{
return dictionaryOfRegions[name].AsTexture2D(graphicsDevice, texture);
return dictionaryOfRegions[name].AsTexture2D(graphicsDevice);
}
public class TextureAtlasRegion : IComparable<TextureAtlasRegion>, IDisposable
@ -52,11 +65,18 @@ namespace RecrownedAthenaeum.DataTypes
Texture2D atlasTexture;
Texture2D regionTexture;
public TextureAtlasRegion(string name, Rectangle source, NinePatch ninePatch, Texture2D atlasTexture)
/// <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)
{
this.atlasTexture = atlasTexture;
this.name = name;
this.sourceRectangle = source;
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;
this.ninepatch = ninePatch;
}
@ -65,13 +85,18 @@ namespace RecrownedAthenaeum.DataTypes
batch.Draw(atlasTexture, destination, sourceRectangle, color, rotation, origin, SpriteEffects.None, 0f);
}
public Texture2D AsTexture2D(GraphicsDevice graphicsDevice, Texture2D textureAtlas)
/// <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)
{
if (regionTexture == null)
{
Color[] data = new Color[sourceRectangle.Width * sourceRectangle.Height];
regionTexture = new Texture2D(graphicsDevice, sourceRectangle.Width, sourceRectangle.Height);
textureAtlas.GetData(0, sourceRectangle, data, 0, sourceRectangle.Width * sourceRectangle.Height);
atlasTexture.GetData(0, sourceRectangle, data, 0, sourceRectangle.Width * sourceRectangle.Height);
regionTexture.SetData(data);
}
return regionTexture;

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@ -5,11 +5,11 @@ using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Recrowned-Athenaeum")]
[assembly: AssemblyTitle("RecrownedAthenaeum")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Recrowned-Athenaeum")]
[assembly: AssemblyProduct("RecrownedAthenaeum")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -25,9 +25,19 @@ namespace RecrownedAthenaeum.UI.Skin
definitions = new Dictionary<Type, Dictionary<string, ISkinDefinition>>();
}
public void Draw(string texture, string color, Rectangle region)
public void Draw(string regionName, string color, SpriteBatch batch, Rectangle destination, Type type, float rotation = 0, Vector2 origin = default(Vector2))
{
textureAtlas.Draw(regionName, batch, destination, colors[color], rotation, origin);
}
public ISkinDefinition ObtainDefinition(string definitionName, Type type)
{
return definitions[type][definitionName];
}
public T ObtainDefinition<T>(string definitionName) where T : ISkinDefinition
{
return (T)definitions[typeof(T)][definitionName];
}
public void AddDefinition(string definitionName, ISkinDefinition skinDefinition)