mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-25 22:18:34 +01:00
added a pivot point to TextureRegion
This commit is contained in:
parent
9f2e2ffb0e
commit
9477b5f1d1
2 changed files with 30 additions and 6 deletions
|
@ -41,6 +41,22 @@ namespace MLEM.Textures {
|
||||||
/// The height of this texture region
|
/// The height of this texture region
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public int Height => this.Area.Height;
|
public int Height => this.Area.Height;
|
||||||
|
/// <summary>
|
||||||
|
/// The pivot point of this texture region, where 0, 0 is the top left and 1, 1 is the bottom right of the texture.
|
||||||
|
/// When drawing, this will be seen as the origin from where to start drawing.
|
||||||
|
/// </summary>
|
||||||
|
public Vector2 Pivot = Vector2.Zero;
|
||||||
|
/// <summary>
|
||||||
|
/// The <see cref="Pivot"/> of this texture region, but in absolute pixels rather than percentage.
|
||||||
|
/// </summary>
|
||||||
|
public Vector2 PivotPixels {
|
||||||
|
get => this.Pivot * this.Size.ToVector2();
|
||||||
|
set => this.Pivot = value / this.Size.ToVector2();
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// The name of this texture region. By default, this name is <see cref="string.Empty"/>.
|
||||||
|
/// </summary>
|
||||||
|
public string Name = string.Empty;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a new texture region from a texture and a rectangle which defines the region's area
|
/// Creates a new texture region from a texture and a rectangle which defines the region's area
|
||||||
|
@ -88,7 +104,7 @@ namespace MLEM.Textures {
|
||||||
|
|
||||||
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||||
public static void Draw(this SpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
public static void Draw(this SpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
||||||
batch.Draw(texture.Texture, position, texture.Area, color, rotation, origin, scale, effects, layerDepth);
|
batch.Draw(texture.Texture, position, texture.Area, color, rotation, origin + texture.PivotPixels, scale, effects, layerDepth);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||||
|
@ -98,12 +114,12 @@ namespace MLEM.Textures {
|
||||||
|
|
||||||
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||||
public static void Draw(this SpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
public static void Draw(this SpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
||||||
batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin, effects, layerDepth);
|
batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||||
public static void Draw(this SpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
public static void Draw(this SpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
|
||||||
batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin, effects, layerDepth);
|
batch.Draw(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D, Vector2, Rectangle?, Color, float, Vector2, Vector2, SpriteEffects, float)"/>
|
||||||
|
|
|
@ -23,6 +23,8 @@ using MLEM.Ui.Elements;
|
||||||
using MLEM.Ui.Style;
|
using MLEM.Ui.Style;
|
||||||
using MonoGame.Extended;
|
using MonoGame.Extended;
|
||||||
using MonoGame.Extended.BitmapFonts;
|
using MonoGame.Extended.BitmapFonts;
|
||||||
|
using MonoGame.Extended.Sprites;
|
||||||
|
using MonoGame.Extended.TextureAtlases;
|
||||||
using MonoGame.Extended.Tiled;
|
using MonoGame.Extended.Tiled;
|
||||||
using RectangleF = MonoGame.Extended.RectangleF;
|
using RectangleF = MonoGame.Extended.RectangleF;
|
||||||
|
|
||||||
|
@ -136,12 +138,18 @@ namespace Sandbox {
|
||||||
this.tokenized.Split(font, 400, sc);
|
this.tokenized.Split(font, 400, sc);
|
||||||
|
|
||||||
var square = this.SpriteBatch.GenerateSquareTexture(Color.Yellow);
|
var square = this.SpriteBatch.GenerateSquareTexture(Color.Yellow);
|
||||||
var round = this.SpriteBatch.GenerateCircleTexture(Color.Green, 1024);
|
var round = this.SpriteBatch.GenerateCircleTexture(Color.Green, 128);
|
||||||
|
|
||||||
|
var region = new TextureRegion(round) {Pivot = new Vector2(0.5F)};
|
||||||
|
var region2 = new TextureRegion(round);
|
||||||
|
|
||||||
this.OnDraw += (g, time) => {
|
this.OnDraw += (g, time) => {
|
||||||
this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
|
this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
|
||||||
this.SpriteBatch.Draw(square, new Rectangle(10, 10, 400, 400), Color.White);
|
//this.SpriteBatch.Draw(square, new Rectangle(10, 10, 400, 400), Color.White);
|
||||||
this.SpriteBatch.Draw(round, new Rectangle(10, 10, 400, 400), Color.White);
|
//this.SpriteBatch.Draw(round, new Rectangle(10, 10, 400, 400), Color.White);
|
||||||
|
this.SpriteBatch.Draw(region, new Vector2(50, 50), Color.White, 0, Vector2.Zero, 0.5F, SpriteEffects.None, 0);
|
||||||
|
this.SpriteBatch.Draw(region2, new Vector2(50, 50), Color.Yellow * 0.5F, 0, Vector2.Zero, 0.5F, SpriteEffects.None, 0);
|
||||||
|
this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Vector2(50, 50), Color.Pink);
|
||||||
|
|
||||||
//this.SpriteBatch.FillRectangle(new RectangleF(400, 20, 400, 1000), Color.Green);
|
//this.SpriteBatch.FillRectangle(new RectangleF(400, 20, 400, 1000), Color.Green);
|
||||||
//font.DrawString(this.SpriteBatch, this.tokenized.DisplayString, new Vector2(400, 20), Color.White * 0.25F, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
|
//font.DrawString(this.SpriteBatch, this.tokenized.DisplayString, new Vector2(400, 20), Color.White * 0.25F, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
|
||||||
|
|
Loading…
Reference in a new issue