using System.Diagnostics.Tracing; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace MLEM.Textures { public class TextureRegion { public readonly Texture2D Texture; public readonly Rectangle Area; public Point Position => this.Area.Location; public int U => this.Area.X; public int V => this.Area.Y; public Point Size => this.Area.Size; public int Width => this.Area.Width; public int Height => this.Area.Height; public TextureRegion(Texture2D texture, Rectangle area) { this.Texture = texture; this.Area = area; } public TextureRegion(Texture2D texture) : this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) { } public TextureRegion(Texture2D texture, int u, int v, int width, int height) : this(texture, new Rectangle(u, v, width, height)) { } public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv, size)) { } } public static class TextureRegionExtensions { 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); } public static void Draw(this SpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) { batch.Draw(texture, position, color, rotation, origin, new Vector2(scale), SpriteEffects.None, 0); } 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); } public static void Draw(this SpriteBatch batch, TextureRegion texture, Vector2 position, Color color) { batch.Draw(texture, position, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0); } public static void Draw(this SpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color) { batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0); } } }