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MLEM/MLEM/Textures/TextureRegion.cs

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2.5 KiB
C#

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), 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, 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);
}
}
}