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added the ability to convert texture atlases to collections
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3 changed files with 37 additions and 0 deletions
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@ -17,6 +17,7 @@ Additions
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- Added GetFlags and GetUniqueFlags to EnumHelper
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- Added GetDownTime, GetUpTime, GetTimeSincePress, WasModifierDown and WasDown to Keybind and Combination
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- Added the ability for UniformTextureAtlases to have padding for each region
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- Added UniformTextureAtlas methods ToList and ToDictionary
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- **Added the ability to find paths to one of multiple goals using AStar**
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Improvements
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@ -73,6 +74,7 @@ Additions
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- Added data, from, and copy instructions to DataTextureAtlas
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- Added the ability to add additional regions to a RuntimeTexturePacker after packing
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- Added GetFlags, GetUniqueFlags and IsDefined to DynamicEnum
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- Added DataTextureAtlas.ToDictionary
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Improvements
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- Allow data texture atlas pivots and offsets to be negative
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@ -72,6 +72,15 @@ namespace MLEM.Data {
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this.Texture = texture;
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}
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/// <summary>
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/// Converts this data texture atlas to a <see cref="Dictionary{TKey,TValue}"/> and returns the result.
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/// The resulting dictionary will contain all named regions that this data texture atlas contains.
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/// </summary>
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/// <returns>The dictionary representation of this data texture atlas.</returns>
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public Dictionary<string, TextureRegion> ToDictionary() {
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return new Dictionary<string, TextureRegion>(this.regions);
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}
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/// <summary>
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/// Loads a <see cref="DataTextureAtlas"/> from the given loaded texture and texture data file.
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/// For more information on data texture atlases, see the <see cref="DataTextureAtlas"/> type documentation.
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@ -94,6 +94,32 @@ namespace MLEM.Textures {
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY, int regionPadding = 0) :
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this(new TextureRegion(texture), regionAmountX, regionAmountY, regionPadding) {}
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/// <summary>
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/// Converts this uniform texture atlas to a <see cref="List{T}"/> and returns the result.
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/// The resulting list will contain all square 1x1 regions that this uniform texture atlas contains, based on <see cref="RegionAmountX"/> and <see cref="RegionAmountY"/>, with each index containing the <see cref="TextureRegion"/> at <see cref="this[int]"/>.
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/// </summary>
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/// <returns>The list representation of this uniform texture atlas.</returns>
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public List<TextureRegion> ToList() {
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var ret = new List<TextureRegion>();
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for (var i = 0; i < this.RegionAmountX * this.RegionAmountY; i++)
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ret.Add(this[i]);
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return ret;
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}
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/// <summary>
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/// Converts this uniform texture atlas to a <see cref="Dictionary{TKey,TValue}"/> and returns the result.
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/// The resulting dictionary will contain all square 1x1 regions that this uniform texture atlas contains, based on <see cref="RegionAmountX"/> and <see cref="RegionAmountY"/>, wich each key containing the <see cref="TextureRegion"/> at <see cref="this[Point]"/>.
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/// </summary>
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/// <returns>The dictionary representation of this uniform texture atlas.</returns>
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public Dictionary<Point, TextureRegion> ToDictionary() {
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var ret = new Dictionary<Point, TextureRegion>();
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for (var x = 0; x < this.RegionAmountX; x++) {
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for (var y = 0; y < this.RegionAmountY; y++)
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ret.Add(new Point(x, y), this[x, y]);
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}
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return ret;
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}
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private TextureRegion GetOrAddRegion(Rectangle rect) {
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if (this.regions.TryGetValue(rect, out var region))
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return region;
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