50 lines
1.7 KiB
C#
50 lines
1.7 KiB
C#
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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