Changing location of GetTexture to extensions
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@ -166,6 +166,7 @@
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<Compile Include="Engine\Data\AxiosDataTable.cs" />
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<Compile Include="Engine\DrawableAxiosGameObject.cs" />
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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@ -209,6 +209,7 @@
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<Compile Include="Engine\Data\DataEvents.cs" />
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<Compile Include="Engine\DrawableAxiosGameObject.cs" />
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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@ -159,6 +159,7 @@
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<Compile Include="Engine\Data\DataEvents.cs" />
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<Compile Include="Engine\DrawableAxiosGameObject.cs" />
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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@ -86,6 +86,7 @@
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* 1.0.1.6 - 5/18/2012
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* - Adding cut extension - [Author: BJD]
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* - Adding support for custom handling of Gleed2D items
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* - Changing location of GetTexture to extensions
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*
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*/
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#endregion
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@ -415,39 +415,6 @@ namespace Axios.Engine
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return true;
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}
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#if WINDOWS
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// System.Drawing is NOT avaiable on WP7 or Xbox
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/*
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* http://stackoverflow.com/a/7394185/195722
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*
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*
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*
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*/
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public Texture2D GetTexture(System.Drawing.Bitmap bitmap)
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{
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BlendState oldstate = ScreenManager.GraphicsDevice.BlendState;
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ScreenManager.GraphicsDevice.BlendState = BlendState.AlphaBlend;
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Texture2D tex = new Texture2D(this.ScreenManager.GraphicsDevice, bitmap.Width, bitmap.Height, true, SurfaceFormat.Color);
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System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bitmap.PixelFormat);
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int bufferSize = data.Height * data.Stride;
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//create data buffer
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byte[] bytes = new byte[bufferSize];
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// copy bitmap data into buffer
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System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length);
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// copy our buffer to the texture
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tex.SetData(bytes);
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// unlock the bitmap data
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bitmap.UnlockBits(data);
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this.ScreenManager.GraphicsDevice.BlendState = oldstate;
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return tex;
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}
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#endif
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}
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}
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49
axios/Engine/Extensions/Bitmap.cs
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49
axios/Engine/Extensions/Bitmap.cs
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@ -0,0 +1,49 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using GameStateManagement;
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namespace Axios.Engine.Extensions
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{
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public static class Bitmap_extension
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{
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#if WINDOWS
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// System.Drawing is NOT avaiable on WP7 or Xbox
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/*
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* http://stackoverflow.com/a/7394185/195722
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*
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*
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*
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*/
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public static Texture2D GetTexture(this System.Drawing.Bitmap bitmap, GameScreen gameScreen)
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{
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BlendState oldstate = gameScreen.ScreenManager.GraphicsDevice.BlendState;
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gameScreen.ScreenManager.GraphicsDevice.BlendState = BlendState.AlphaBlend;
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Texture2D tex = new Texture2D(gameScreen.ScreenManager.GraphicsDevice, bitmap.Width, bitmap.Height, true, SurfaceFormat.Color);
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System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bitmap.PixelFormat);
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int bufferSize = data.Height * data.Stride;
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//create data buffer
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byte[] bytes = new byte[bufferSize];
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// copy bitmap data into buffer
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System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length);
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// copy our buffer to the texture
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tex.SetData(bytes);
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// unlock the bitmap data
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bitmap.UnlockBits(data);
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gameScreen.ScreenManager.GraphicsDevice.BlendState = oldstate;
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return tex;
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}
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#endif
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}
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}
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