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added a pivot point to TextureRegion
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2 changed files with 30 additions and 6 deletions
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@ -41,6 +41,22 @@ namespace MLEM.Textures {
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/// The height of this texture region
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/// </summary>
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public int Height => this.Area.Height;
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/// <summary>
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/// The pivot point of this texture region, where 0, 0 is the top left and 1, 1 is the bottom right of the texture.
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/// When drawing, this will be seen as the origin from where to start drawing.
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/// </summary>
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public Vector2 Pivot = Vector2.Zero;
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/// <summary>
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/// The <see cref="Pivot"/> of this texture region, but in absolute pixels rather than percentage.
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/// </summary>
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public Vector2 PivotPixels {
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get => this.Pivot * this.Size.ToVector2();
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set => this.Pivot = value / this.Size.ToVector2();
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}
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/// <summary>
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/// The name of this texture region. By default, this name is <see cref="string.Empty"/>.
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/// </summary>
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public string Name = string.Empty;
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/// <summary>
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/// Creates a new texture region from a texture and a rectangle which defines the region's area
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@ -88,7 +104,7 @@ namespace MLEM.Textures {
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
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public static void Draw(this SpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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batch.Draw(texture.Texture, position, texture.Area, color, rotation, origin, scale, effects, layerDepth);
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batch.Draw(texture.Texture, position, texture.Area, color, rotation, origin + texture.PivotPixels, scale, effects, layerDepth);
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}
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
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@ -98,12 +114,12 @@ namespace MLEM.Textures {
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
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public static void Draw(this SpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin, effects, layerDepth);
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batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
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}
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
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public static void Draw(this SpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin, effects, layerDepth);
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batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
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}
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
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@ -23,6 +23,8 @@ using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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using MonoGame.Extended;
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using MonoGame.Extended.BitmapFonts;
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using MonoGame.Extended.Sprites;
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using MonoGame.Extended.TextureAtlases;
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using MonoGame.Extended.Tiled;
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using RectangleF = MonoGame.Extended.RectangleF;
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@ -136,12 +138,18 @@ namespace Sandbox {
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this.tokenized.Split(font, 400, sc);
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var square = this.SpriteBatch.GenerateSquareTexture(Color.Yellow);
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var round = this.SpriteBatch.GenerateCircleTexture(Color.Green, 1024);
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var round = this.SpriteBatch.GenerateCircleTexture(Color.Green, 128);
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var region = new TextureRegion(round) {Pivot = new Vector2(0.5F)};
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var region2 = new TextureRegion(round);
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this.OnDraw += (g, time) => {
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
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this.SpriteBatch.Draw(square, new Rectangle(10, 10, 400, 400), Color.White);
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this.SpriteBatch.Draw(round, new Rectangle(10, 10, 400, 400), Color.White);
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//this.SpriteBatch.Draw(square, new Rectangle(10, 10, 400, 400), Color.White);
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//this.SpriteBatch.Draw(round, new Rectangle(10, 10, 400, 400), Color.White);
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this.SpriteBatch.Draw(region, new Vector2(50, 50), Color.White, 0, Vector2.Zero, 0.5F, SpriteEffects.None, 0);
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this.SpriteBatch.Draw(region2, new Vector2(50, 50), Color.Yellow * 0.5F, 0, Vector2.Zero, 0.5F, SpriteEffects.None, 0);
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this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Vector2(50, 50), Color.Pink);
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//this.SpriteBatch.FillRectangle(new RectangleF(400, 20, 400, 1000), Color.Green);
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//font.DrawString(this.SpriteBatch, this.tokenized.DisplayString, new Vector2(400, 20), Color.White * 0.25F, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
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