4c7c9e6d61
* - Adding AddScreen method to ScreenManager to make the PlayerIndex optional (default of PlayerIndex.One)
314 lines
18 KiB
C#
314 lines
18 KiB
C#
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
|
|
|
namespace Axios.Engine.Extensions
|
|
{
|
|
public enum TextureUnionLocation {
|
|
Right,
|
|
Bottom,
|
|
Top,
|
|
Left
|
|
}
|
|
public static class AxiosExtensions_Texture2D
|
|
{
|
|
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
|
|
/// <summary>
|
|
/// Splits a texture into an array of smaller textures of the specified size.
|
|
/// </summary>
|
|
/// <param name="original">The texture to be split into smaller textures</param>
|
|
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <returns>A multidimensional array represting the rows/coulmns in the texture.</returns>
|
|
public static Texture2D[,] Split(this Texture2D original, int partWidth, int partHeight, out int xCount, out int yCount)
|
|
{
|
|
// This is buggy, there is an issue where it is out of bounds => r[curryidx, currxidx] = part;
|
|
// -- Nathan Adams [adamsna@datanethost.net] - 6/21/2012
|
|
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
|
|
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
|
|
Texture2D[,] r = new Texture2D[yCount,xCount];//Number of parts = (area of original) / (area of each part).
|
|
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
|
|
|
|
//Get the pixel data from the original texture:
|
|
Color[] originalData = new Color[original.Width * original.Height];
|
|
original.GetData<Color>(originalData);
|
|
|
|
//int index = 0;
|
|
int currxidx = 0;
|
|
int curryidx = 0;
|
|
for (int y = 0; y < yCount * partHeight; y += partHeight)
|
|
{
|
|
for (int x = 0; x < xCount * partWidth; x += partWidth)
|
|
{
|
|
//The texture at coordinate {x, y} from the top-left of the original texture
|
|
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
|
|
//The data for part
|
|
Color[] partData = new Color[dataPerPart];
|
|
|
|
//Fill the part data with colors from the original texture
|
|
for (int py = 0; py < partHeight; py++)
|
|
for (int px = 0; px < partWidth; px++)
|
|
{
|
|
int partIndex = px + py * partWidth;
|
|
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
|
|
if (y + py >= original.Height || x + px >= original.Width)
|
|
partData[partIndex] = Color.Transparent;
|
|
else
|
|
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
|
|
}
|
|
|
|
//Fill the part with the extracted data
|
|
part.SetData<Color>(partData);
|
|
//Stick the part in the return array:
|
|
r[curryidx, currxidx] = part;
|
|
curryidx++;
|
|
}
|
|
curryidx = 0;
|
|
curryidx++;
|
|
}
|
|
//Return the array of parts.
|
|
return r;
|
|
}
|
|
|
|
// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
|
|
/// <summary>
|
|
/// Splits a texture into an array of smaller textures of the specified size.
|
|
/// </summary>
|
|
/// <param name="original">The texture to be split into smaller textures</param>
|
|
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <param name="offsetWidth">The width offset whitespace to ignore</param>
|
|
/// <param name="offsetHeight">The height offset whitespace to ignore</param>
|
|
/// <param name="xCount">The number of textures per row</param>
|
|
/// <param name="yCount">The number of texture per column</param>
|
|
/// <returns>A multidimensional array represting the rows/coulmns in the texture.</returns>
|
|
public static Texture2D[,] Split(this Texture2D original, int partWidth, int partHeight, int offsetWidth, int offsetHeight, out int xCount, out int yCount)
|
|
{
|
|
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
|
|
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
|
|
|
|
//xCount -= (xCount % offsetWidth);
|
|
//yCount -= (yCount % offsetHeight);
|
|
Texture2D[,] r = new Texture2D[yCount, xCount];//Number of parts = (area of original) / (area of each part).
|
|
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
|
|
|
|
//Get the pixel data from the original texture:
|
|
Color[] originalData = new Color[original.Width * original.Height];
|
|
original.GetData<Color>(originalData);
|
|
|
|
//int index = 0;
|
|
int currxidx = 0;
|
|
int curryidx = 0;
|
|
for (int y = 0; y < yCount * partHeight; y += (partHeight + offsetHeight))
|
|
{
|
|
for (int x = 0; x < xCount * partWidth; x += (partWidth + offsetWidth))
|
|
{
|
|
//The texture at coordinate {x, y} from the top-left of the original texture
|
|
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
|
|
//The data for part
|
|
Color[] partData = new Color[dataPerPart];
|
|
|
|
//Fill the part data with colors from the original texture
|
|
for (int py = 0; py < partHeight; py++)
|
|
for (int px = 0; px < partWidth; px++)
|
|
{
|
|
int partIndex = px + py * partWidth;
|
|
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
|
|
if (y + py >= original.Height || x + px >= original.Width)
|
|
partData[partIndex] = Color.Transparent;
|
|
else
|
|
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
|
|
}
|
|
|
|
//Fill the part with the extracted data
|
|
part.SetData<Color>(partData);
|
|
//Stick the part in the return array:
|
|
r[curryidx, currxidx] = part;
|
|
currxidx++;
|
|
}
|
|
currxidx = 0;
|
|
curryidx++;
|
|
}
|
|
//Return the array of parts.
|
|
return r;
|
|
}
|
|
|
|
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
|
|
/// <summary>
|
|
/// Splits a texture into an array of smaller textures of the specified size.
|
|
/// </summary>
|
|
/// <param name="original">The texture to be split into smaller textures</param>
|
|
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
|
|
public static Texture2D[] SplitFlat(this Texture2D original, int partWidth, int partHeight, out int xCount, out int yCount)
|
|
{
|
|
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
|
|
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
|
|
Texture2D[] r = new Texture2D[xCount * yCount];//Number of parts = (area of original) / (area of each part).
|
|
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
|
|
|
|
//Get the pixel data from the original texture:
|
|
Color[] originalData = new Color[original.Width * original.Height];
|
|
original.GetData<Color>(originalData);
|
|
|
|
int index = 0;
|
|
for (int y = 0; y < yCount * partHeight; y += partHeight)
|
|
for (int x = 0; x < xCount * partWidth; x += partWidth)
|
|
{
|
|
//The texture at coordinate {x, y} from the top-left of the original texture
|
|
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
|
|
//The data for part
|
|
Color[] partData = new Color[dataPerPart];
|
|
|
|
//Fill the part data with colors from the original texture
|
|
for (int py = 0; py < partHeight; py++)
|
|
for (int px = 0; px < partWidth; px++)
|
|
{
|
|
int partIndex = px + py * partWidth;
|
|
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
|
|
if (y + py >= original.Height || x + px >= original.Width)
|
|
partData[partIndex] = Color.Transparent;
|
|
else
|
|
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
|
|
}
|
|
|
|
//Fill the part with the extracted data
|
|
part.SetData<Color>(partData);
|
|
//Stick the part in the return array:
|
|
r[index++] = part;
|
|
}
|
|
//Return the array of parts.
|
|
return r;
|
|
}
|
|
|
|
/// http://gamedev.stackexchange.com/questions/11584/xna-splitting-one-large-texture-into-an-array-of-smaller-textures
|
|
/// <summary>
|
|
/// Splits a texture into an array of smaller textures of the specified size.
|
|
/// </summary>
|
|
/// <param name="original">The texture to be split into smaller textures</param>
|
|
/// <param name="partWidth">The width of each of the smaller textures that will be contained in the returned array.</param>
|
|
/// <param name="partHeight">The height of each of the smaller textures that will be contained in the returned array.</param>
|
|
public static Texture2D[] SplitFlat(this Texture2D original, int partWidth, int partHeight, int offsetWidth, int offsetHeight, out int xCount, out int yCount)
|
|
{
|
|
yCount = original.Height / partHeight; //+ (partHeight % original.Height == 0 ? 0 : 1);//The number of textures in each horizontal row
|
|
xCount = original.Width / partWidth; //+(partWidth % original.Width == 0 ? 0 : 1);//The number of textures in each vertical column
|
|
Texture2D[] r = new Texture2D[xCount * yCount];//Number of parts = (area of original) / (area of each part).
|
|
int dataPerPart = partWidth * partHeight;//Number of pixels in each of the split parts
|
|
|
|
//Get the pixel data from the original texture:
|
|
Color[] originalData = new Color[original.Width * original.Height];
|
|
original.GetData<Color>(originalData);
|
|
|
|
int index = 0;
|
|
for (int y = 0; y < yCount * partHeight; y += (partHeight + offsetHeight))
|
|
for (int x = 0; x < xCount * partWidth; x += (partWidth + offsetWidth))
|
|
{
|
|
//The texture at coordinate {x, y} from the top-left of the original texture
|
|
Texture2D part = new Texture2D(original.GraphicsDevice, partWidth, partHeight);
|
|
//The data for part
|
|
Color[] partData = new Color[dataPerPart];
|
|
|
|
//Fill the part data with colors from the original texture
|
|
for (int py = 0; py < partHeight; py++)
|
|
for (int px = 0; px < partWidth; px++)
|
|
{
|
|
int partIndex = px + py * partWidth;
|
|
//If a part goes outside of the source texture, then fill the overlapping part with Color.Transparent
|
|
if (y + py >= original.Height || x + px >= original.Width)
|
|
partData[partIndex] = Color.Transparent;
|
|
else
|
|
partData[partIndex] = originalData[(x + px) + (y + py) * original.Width];
|
|
}
|
|
|
|
//Fill the part with the extracted data
|
|
part.SetData<Color>(partData);
|
|
//Stick the part in the return array:
|
|
r[index++] = part;
|
|
}
|
|
//Return the array of parts.
|
|
return r;
|
|
}
|
|
|
|
/// http://forums.create.msdn.com/forums/t/79258.aspx
|
|
/// <summary>
|
|
/// Combines one texture with another
|
|
/// </summary>
|
|
/// <param name="original">The first texture</param>
|
|
/// <param name="texturetoadd">The second texture</param>
|
|
/// <param name="loc">The location where to put the texture in reference to the first</param>
|
|
/// <returns></returns>
|
|
public static Texture2D Union(this Texture2D original, Texture2D texturetoadd, TextureUnionLocation loc)
|
|
{
|
|
int newWidth = 0;
|
|
int newHeight = 0;
|
|
if (loc == TextureUnionLocation.Right || loc == TextureUnionLocation.Left)
|
|
{
|
|
newWidth = original.Width + texturetoadd.Width;
|
|
newHeight = original.Height;
|
|
}
|
|
else if (loc == TextureUnionLocation.Bottom || loc == TextureUnionLocation.Top)
|
|
{
|
|
newWidth = original.Width;
|
|
newHeight = original.Height + texturetoadd.Height;
|
|
}
|
|
Texture2D r = new Texture2D(original.GraphicsDevice, newWidth, newHeight);
|
|
Color[] originaldata = new Color[original.Width * original.Height];
|
|
Color[] texturetoadddata = new Color[texturetoadd.Width * texturetoadd.Height];
|
|
Color[] newtexturedata = new Color[newHeight * newWidth];
|
|
|
|
original.GetData(originaldata);
|
|
texturetoadd.GetData(texturetoadddata);
|
|
|
|
if (loc == TextureUnionLocation.Right)
|
|
{
|
|
r.SetData(0, new Rectangle(0, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
|
|
|
|
r.SetData(0, new Rectangle(original.Width, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
|
|
}
|
|
else if (loc == TextureUnionLocation.Bottom)
|
|
{
|
|
r.SetData(0, new Rectangle(0, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
|
|
|
|
r.SetData(0, new Rectangle(0, original.Height, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
|
|
}
|
|
else if (loc == TextureUnionLocation.Left)
|
|
{
|
|
r.SetData(0, new Rectangle(0, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
|
|
|
|
r.SetData(0, new Rectangle(texturetoadd.Width, 0, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
|
|
}
|
|
else if (loc == TextureUnionLocation.Top)
|
|
{
|
|
r.SetData(0, new Rectangle(0, 0, texturetoadd.Width, texturetoadd.Height), texturetoadddata, 0, texturetoadd.Width * texturetoadd.Height);
|
|
|
|
r.SetData(0, new Rectangle(0, texturetoadd.Height, original.Width, original.Height), originaldata, 0, original.Width * original.Height);
|
|
}
|
|
|
|
|
|
return r;
|
|
}
|
|
//Create new Texture which is a subsection of original with dimensions of partWidth and partHeight
|
|
public static Texture2D Cut(this Texture2D original, int partWidth, int partHeight)
|
|
{
|
|
Texture2D newTexture = new Texture2D(original.GraphicsDevice, partWidth, partHeight); //Create texture of new area = to subsection area
|
|
int pixelCount = partWidth * partHeight; //Number of pixels in the new texture
|
|
Color[] originalData = new Color[original.Width * original.Height];
|
|
original.GetData<Color>(originalData); //Get the pixel data from the original texture
|
|
Color[] newData = new Color[pixelCount]; //Create pixel sheet for new texture
|
|
|
|
for (int y = 0; y < partHeight; y++) //increment from the top-most pixel
|
|
{
|
|
for (int x = 0; x < partWidth; x++) //increment from the top-most, left-most pixel
|
|
{
|
|
int colorIndex = x + y * partWidth; //get pixel at {x, y} coordinates
|
|
newData[colorIndex] = originalData[(x + y * original.Width)]; //set the color to pixel at original {x, y} coordinates
|
|
}
|
|
}
|
|
|
|
newTexture.SetData<Color>(newData); //set the color data for the new texture
|
|
return newTexture; //return Texture2D object cut from original
|
|
}
|
|
|
|
}
|
|
} |