### YamlMime:ManagedReference
items:
- uid: TinyLife.Utilities.TextureHandler
commentId: T:TinyLife.Utilities.TextureHandler
id: TextureHandler
parent: TinyLife.Utilities
children:
- TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,System.Action{MLEM.Textures.UniformTextureAtlas})
langs:
- csharp
- vb
name: TextureHandler
nameWithType: TextureHandler
fullName: TinyLife.Utilities.TextureHandler
type: Class
source:
remote:
path: TinyLife/Utilities/TextureHandler.cs
branch: master
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: TextureHandler
path: Utilities/TextureHandler.cs
startLine: 18
assemblies:
- Tiny Life
namespace: TinyLife.Utilities
summary: "\nThe texture handler stores data for the game's textures, including all of the game's internal textures and various utility methods.\nIt also stores the game's which is used to pack all textures into a big texture for performance.\n"
example: []
syntax:
content: public static class TextureHandler
content.vb: Public Module TextureHandler
inheritance:
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- System.Object.GetHashCode
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- System.Object.ToString
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modifiers.vb:
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- uid: TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,System.Action{MLEM.Textures.UniformTextureAtlas})
commentId: M:TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,System.Action{MLEM.Textures.UniformTextureAtlas})
id: ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,System.Action{MLEM.Textures.UniformTextureAtlas})
parent: TinyLife.Utilities.TextureHandler
langs:
- csharp
- vb
name: ApplyWallpaperMasks(Texture2D, Int32, Int32, Action)
nameWithType: TextureHandler.ApplyWallpaperMasks(Texture2D, Int32, Int32, Action)
fullName: TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D, System.Int32, System.Int32, System.Action)
type: Method
source:
remote:
path: TinyLife/Utilities/TextureHandler.cs
branch: master
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: ApplyWallpaperMasks
path: Utilities/TextureHandler.cs
startLine: 69
assemblies:
- Tiny Life
namespace: TinyLife.Utilities
summary: "\nApplies the game's predefined wallpaper maskings (based on ) to the given wallpaper texture.\nWhen adding custom types, this method should be used.\nNote that, as part of this method, the resulting texture is implicitly added onto the game's .\n"
example: []
syntax:
content: public static void ApplyWallpaperMasks(Texture2D wallpapers, int regionAmountX, int regionAmountY, Action result)
parameters:
- id: wallpapers
type: Microsoft.Xna.Framework.Graphics.Texture2D
description: The texture to mask
- id: regionAmountX
type: System.Int32
description: The amount of texture regions on the x axis
- id: regionAmountY
type: System.Int32
description: The amount of texture regions on the y axis
- id: result
type: System.Action{MLEM.Textures.UniformTextureAtlas}
description: A function that is called when the packed the masked texture, which yields the resulting texture atlas
content.vb: Public Shared Sub ApplyWallpaperMasks(wallpapers As Texture2D, regionAmountX As Integer, regionAmountY As Integer, result As Action(Of UniformTextureAtlas))
overload: TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks*
nameWithType.vb: TextureHandler.ApplyWallpaperMasks(Texture2D, Int32, Int32, Action(Of UniformTextureAtlas))
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modifiers.vb:
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fullName.vb: TinyLife.Utilities.TextureHandler.ApplyWallpaperMasks(Microsoft.Xna.Framework.Graphics.Texture2D, System.Int32, System.Int32, System.Action(Of MLEM.Textures.UniformTextureAtlas))
name.vb: ApplyWallpaperMasks(Texture2D, Int32, Int32, Action(Of UniformTextureAtlas))
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