using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
using MLEM.Misc;
namespace MLEM.Textures {
///
/// This class represents a part of a texture.
///
public class TextureRegion : GenericDataHolder {
///
/// The texture that this region is a part of
///
public readonly Texture2D Texture;
///
/// The area that is covered by this texture region
///
public readonly Rectangle Area;
///
/// The top left corner of this texture region
///
public Point Position => this.Area.Location;
///
/// The x coordinate of the top left corner of this texture region
///
public int U => this.Area.X;
///
/// The y coordinate of the top left corner of this texture region
///
public int V => this.Area.Y;
///
/// The size of this texture region
///
public Point Size => new Point(this.Area.Width, this.Area.Height);
///
/// The width of this texture region
///
public int Width => this.Area.Width;
///
/// The height of this texture region
///
public int Height => this.Area.Height;
///
/// 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.
///
public Vector2 Pivot = Vector2.Zero;
///
/// The of this texture region, but in absolute pixels rather than percentage.
///
public Vector2 PivotPixels {
get => this.Pivot * new Vector2(this.Size.X, this.Size.Y);
set => this.Pivot = value / new Vector2(this.Size.X, this.Size.Y);
}
///
/// The name of this texture region. By default, this name is .
///
public string Name = string.Empty;
///
/// A that this texture region was created from.
/// This value is set in the various constructors that accept another to create sub-regions from, as well as by MLEM.Data's RuntimeTexturePacker.
///
public TextureRegion Source;
///
/// Creates a new texture region from a texture and a rectangle which defines the region's area
///
/// The texture to use
/// The area that this texture region should cover
public TextureRegion(Texture2D texture, Rectangle area) {
this.Texture = texture;
this.Area = area;
}
///
/// Creates a new texture region that spans the entire texture
///
/// The texture to use
public TextureRegion(Texture2D texture) : this(texture, new Rectangle(0, 0, texture.Width, texture.Height)) {}
///
/// Creates a new texture region based on a texture and area coordinates
///
/// The texture to use
/// The x coordinate of the top left corner of this area
/// The y coordinate of the top left corner of this area
/// The width of this area
/// The height of this area
public TextureRegion(Texture2D texture, int u, int v, int width, int height) : this(texture, new Rectangle(u, v, width, height)) {}
///
/// Creates a new texture region based on a texture, a position and a size
///
/// The texture to use
/// The top left corner of this area
/// The size of this area
public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv.X, uv.Y, size.X, size.Y)) {}
///
/// Creates a new texture region which is a sub-region of the given texture region
///
/// The texture region to create a sub-region of
/// The new texture region area
public TextureRegion(TextureRegion region, Rectangle area) : this(region, area.Location, new Point(area.Width, area.Height)) {}
///
/// Creates a new texture region which is a sub-region of the given texture region
///
/// The texture region to create a sub-region of
/// The x coordinate of the top left corner of this area
/// The y coordinate of the top left corner of this area
/// The width of this area
/// The height of this area
public TextureRegion(TextureRegion region, int u, int v, int width, int height) : this(region, new Point(u, v), new Point(width, height)) {}
///
/// Creates a new texture region which is a sub-region of the given texture region
///
/// The texture region to create a sub-region of
/// The top left corner of this area
/// The size of this area
public TextureRegion(TextureRegion region, Point uv, Point size) : this(region.Texture, region.Position + uv, size) {
this.Source = region;
}
///
/// Returns a new that has the same , and as this texture, but the returned region's will be offset by .
/// Note that the is not preserved in the copy.
///
/// The offset to apply to the
/// An offset copy of this texture region
public TextureRegion OffsetCopy(Point offset) {
return new TextureRegion(this.Texture, this.Position + offset, this.Size) {Pivot = this.Pivot};
}
}
///
/// This class provides a set of extension methods for dealing with
///
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 + texture.PivotPixels, 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), effects, 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 + texture.PivotPixels, effects, 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 + texture.PivotPixels, 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);
}
///
public static void Draw(this SpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color) {
batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
return batch.Add(texture.Texture, position, texture.Area, color, rotation, origin + texture.PivotPixels, scale, effects, layerDepth);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
return batch.Add(texture, position, color, rotation, origin, new Vector2(scale), effects, layerDepth);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
return batch.Add(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
return batch.Add(texture.Texture, destinationRectangle, texture.Area, color, rotation, origin + texture.PivotPixels, effects, layerDepth);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, Vector2 position, Color color) {
return batch.Add(texture, position, color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None, 0);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, Rectangle destinationRectangle, Color color) {
return batch.Add(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
///
public static StaticSpriteBatch.Item Add(this StaticSpriteBatch batch, TextureRegion texture, RectangleF destinationRectangle, Color color) {
return batch.Add(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
}
}
}