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https://github.com/Ellpeck/MLEM.git
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added a method for generating square and circle textures
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parent
a17301504d
commit
98937ee83f
3 changed files with 73 additions and 22 deletions
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@ -1,3 +1,4 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Misc;
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using MLEM.Misc;
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@ -21,18 +22,14 @@ namespace MLEM.Extensions {
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if (blankTexture == null) {
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if (blankTexture == null) {
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blankTexture = new Texture2D(batch.GraphicsDevice, 1, 1);
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blankTexture = new Texture2D(batch.GraphicsDevice, 1, 1);
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blankTexture.SetData(new[] {Color.White});
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blankTexture.SetData(new[] {Color.White});
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batch.Disposing += (sender, args) => {
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AutoDispose(batch, blankTexture);
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if (blankTexture != null) {
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blankTexture.Dispose();
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blankTexture = null;
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}
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};
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}
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}
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return blankTexture;
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return blankTexture;
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}
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}
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/// <summary>
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/// <summary>
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/// Generates a <see cref="NinePatch"/> that has a texture with a given color and outline color
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/// Generates a <see cref="NinePatch"/> that has a texture with a given color and outline color.
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/// This texture is automatically disposed of when the batch is disposed.
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/// </summary>
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/// </summary>
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/// <param name="batch">The sprite batch</param>
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/// <param name="batch">The sprite batch</param>
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/// <param name="color">The fill color of the texture</param>
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/// <param name="color">The fill color of the texture</param>
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@ -46,15 +43,47 @@ namespace MLEM.Extensions {
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outli, color, outli,
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outli, color, outli,
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outli, outli, outli
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outli, outli, outli
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});
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});
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batch.Disposing += (sender, args) => {
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AutoDispose(batch, tex);
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if (tex != null) {
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tex.Dispose();
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tex = null;
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}
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};
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return new NinePatch(tex, 1);
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return new NinePatch(tex, 1);
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}
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}
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/// <summary>
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/// Generates a 1x1 texture with the given color.
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/// This texture is automatically disposed of when the batch is disposed.
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/// </summary>
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/// <param name="batch">The sprite batch</param>
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/// <param name="color">The color of the texture</param>
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/// <returns>A new texture with the given data</returns>
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public static Texture2D GenerateSquareTexture(this SpriteBatch batch, Color color) {
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var tex = new Texture2D(batch.GraphicsDevice, 1, 1);
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tex.SetData(new[] {color});
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AutoDispose(batch, tex);
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return tex;
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}
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/// <summary>
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/// Generates a texture with the given size that contains a circle.
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/// The circle's center will be the center of the texture, and the circle will lead up to the edges of the texture.
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/// This texture is automatically disposed of when the batch is disposed.
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/// </summary>
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/// <param name="batch">The sprite batch</param>
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/// <param name="color">The color of the texture</param>
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/// <param name="size">The width and height of the texture, and the diameter of the circle</param>
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/// <returns>A new texture with the given data</returns>
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public static Texture2D GenerateCircleTexture(this SpriteBatch batch, Color color, int size) {
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var tex = new Texture2D(batch.GraphicsDevice, size, size);
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using (var data = tex.GetTextureData()) {
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for (var x = 0; x < tex.Width; x++) {
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for (var y = 0; y < tex.Height; y++) {
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var dist = Vector2.Distance(new Vector2(size / 2), new Vector2(x, y));
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data[x, y] = dist <= size / 2 ? color : Color.Transparent;
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}
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}
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}
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AutoDispose(batch, tex);
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return tex;
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}
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D,Rectangle,Rectangle?,Color,float,Vector2,SpriteEffects,float)"/>
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/// <inheritdoc cref="SpriteBatch.Draw(Texture2D,Rectangle,Rectangle?,Color,float,Vector2,SpriteEffects,float)"/>
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public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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var source = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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var source = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
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@ -72,5 +101,14 @@ namespace MLEM.Extensions {
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batch.Draw(texture, destinationRectangle, null, color);
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batch.Draw(texture, destinationRectangle, null, color);
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}
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}
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private static void AutoDispose(SpriteBatch batch, Texture2D texture) {
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batch.Disposing += (sender, ars) => {
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if (texture != null) {
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texture.Dispose();
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texture = null;
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}
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};
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}
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}
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}
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}
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}
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@ -10,6 +10,7 @@ namespace MLEM.Extensions {
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/// <summary>
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/// <summary>
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/// Returns a new instance of <see cref="TextureData"/> which allows easily managing a texture's data with texture coordinates rather than indices.
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/// Returns a new instance of <see cref="TextureData"/> which allows easily managing a texture's data with texture coordinates rather than indices.
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/// When this is used in a using statement, the texture data is automatically stored back in the texture at the end.
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/// </summary>
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/// </summary>
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/// <param name="texture">The texture whose data to get</param>
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/// <param name="texture">The texture whose data to get</param>
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/// <returns>The texture's data</returns>
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/// <returns>The texture's data</returns>
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@ -20,7 +21,7 @@ namespace MLEM.Extensions {
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/// <summary>
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/// <summary>
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/// A struct that represents the data of a texture, accessed through <see cref="TextureExtensions.GetTextureData"/>.
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/// A struct that represents the data of a texture, accessed through <see cref="TextureExtensions.GetTextureData"/>.
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/// </summary>
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/// </summary>
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public struct TextureData {
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public class TextureData : IDisposable {
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private readonly Texture2D texture;
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private readonly Texture2D texture;
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private readonly Color[] data;
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private readonly Color[] data;
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@ -92,6 +93,11 @@ namespace MLEM.Extensions {
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return x >= 0 && y >= 0 && x < this.texture.Width && y < this.texture.Height;
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return x >= 0 && y >= 0 && x < this.texture.Width && y < this.texture.Height;
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}
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}
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/// <inheritdoc />
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public void Dispose() {
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this.Store();
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}
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}
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}
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}
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}
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@ -61,10 +61,11 @@ namespace Sandbox {
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};
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};
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var tex = this.rawContent.Load<Texture2D>("Textures/Test");
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var tex = this.rawContent.Load<Texture2D>("Textures/Test");
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var data = tex.GetTextureData();
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using (var data = tex.GetTextureData()) {
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data[1, 9] = Color.Pink;
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var textureData = data;
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data[data.FromIndex(data.ToIndex(25, 9))] = Color.Yellow;
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textureData[1, 9] = Color.Pink;
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data.Store();
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textureData[textureData.FromIndex(textureData.ToIndex(25, 9))] = Color.Yellow;
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}
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//var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
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//var font = new GenericSpriteFont(LoadContent<SpriteFont>("Fonts/TestFont"));
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var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular"));
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var font = new GenericBitmapFont(LoadContent<BitmapFont>("Fonts/Regular"));
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@ -134,12 +135,18 @@ namespace Sandbox {
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this.tokenized = formatter.Tokenize(font, strg);
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this.tokenized = formatter.Tokenize(font, strg);
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this.tokenized.Split(font, 400, sc);
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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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this.OnDraw += (g, time) => {
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this.OnDraw += (g, time) => {
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
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this.SpriteBatch.FillRectangle(new RectangleF(400, 20, 400, 1000), Color.Green);
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this.SpriteBatch.Draw(square, new Rectangle(10, 10, 400, 400), Color.White);
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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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this.SpriteBatch.Draw(round, new Rectangle(10, 10, 400, 400), Color.White);
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this.tokenized.Draw(time, this.SpriteBatch, new Vector2(400, 20), font, Color.White, sc, 0);
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this.SpriteBatch.DrawGrid(new Vector2(30, 30), new Vector2(40, 60), new Point(10, 5), Color.Yellow, 3);
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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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//this.tokenized.Draw(time, this.SpriteBatch, new Vector2(400, 20), font, Color.White, sc, 0);
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//this.SpriteBatch.DrawGrid(new Vector2(30, 30), new Vector2(40, 60), new Point(10, 5), Color.Yellow, 3);
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this.SpriteBatch.End();
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this.SpriteBatch.End();
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};
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};
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this.OnUpdate += (g, time) => {
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this.OnUpdate += (g, time) => {
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