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added a sprite batch extension to generate a gradient

This commit is contained in:
Ell 2021-06-03 21:33:09 +02:00
parent 289e0e8597
commit d1fbcb9559
2 changed files with 30 additions and 0 deletions

View file

@ -83,6 +83,33 @@ namespace MLEM.Extensions {
return tex;
}
/// <summary>
/// Generates a texture with the given size that contains a gradient between the four specified corner colors.
/// If the same color is specified for two pairs of corners, a horizontal, vertical or diagonal gradient can be achieved.
/// This texture is automatically disposed of when the batch is disposed.
/// </summary>
/// <param name="batch">The sprite batch</param>
/// <param name="topLeft">The color of the texture's top left corner</param>
/// <param name="topRight">The color of the texture's top right corner</param>
/// <param name="bottomLeft">The color of the texture's bottom left corner</param>
/// <param name="bottomRight">The color of the texture's bottom right corner</param>
/// <param name="width">The width of the resulting texture, or 256 by default</param>
/// <param name="height">The height of the resulting texture, or 256 by default</param>
/// <returns>A new texture with the given data</returns>
public static Texture2D GenerateGradientTexture(this SpriteBatch batch, Color topLeft, Color topRight, Color bottomLeft, Color bottomRight, int width = 256, int height = 256) {
var tex = new Texture2D(batch.GraphicsDevice, width, height);
using (var data = tex.GetTextureData()) {
for (var x = 0; x < width; x++) {
var top = Color.Lerp(topLeft, topRight, x / (float) width);
var btm = Color.Lerp(bottomLeft, bottomRight, x / (float) width);
for (var y = 0; y < height; y++)
data[x, y] = Color.Lerp(top, btm, y / (float) height);
}
}
AutoDispose(batch, tex);
return tex;
}
/// <inheritdoc cref="SpriteBatch.Draw(Texture2D,Rectangle,Rectangle?,Color,float,Vector2,SpriteEffects,float)"/>
public static void Draw(this SpriteBatch batch, Texture2D texture, RectangleF destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
var source = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);

View file

@ -128,6 +128,7 @@ namespace Sandbox {
var res = this.Content.LoadJson<Test>("Test");
Console.WriteLine("The res is " + res);
var gradient = this.SpriteBatch.GenerateGradientTexture(Color.Green, Color.Red, Color.Blue, Color.Yellow);
this.OnDraw += (game, time) => {
this.SpriteBatch.Begin();
this.SpriteBatch.Draw(this.SpriteBatch.GetBlankTexture(), new Rectangle(640 - 4, 360 - 4, 8, 8), Color.Green);
@ -137,6 +138,8 @@ namespace Sandbox {
font.DrawString(this.SpriteBatch, font.TruncateString("This is a very long string", 200, 1, ellipsis: "..."), new Vector2(200, 450), Color.White);
font.DrawString(this.SpriteBatch, font.TruncateString("This is a very long string", 200, 1, true), new Vector2(200, 500), Color.White);
font.DrawString(this.SpriteBatch, font.TruncateString("This is a very long string", 200, 1, true, "..."), new Vector2(200, 550), Color.White);
this.SpriteBatch.Draw(gradient, new Rectangle(300, 100, 200, 200), Color.White);
this.SpriteBatch.End();
};