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MLEM/MLEM/Textures/TextureRegion.cs
2022-06-24 14:01:26 +02:00

210 lines
13 KiB
C#

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