axiosengine/axios/Engine/Extensions/Bitmap.cs
2012-05-18 21:35:58 -05:00

50 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using GameStateManagement;
namespace Axios.Engine.Extensions
{
public static class Bitmap_extension
{
#if WINDOWS
// System.Drawing is NOT avaiable on WP7 or Xbox
/*
* http://stackoverflow.com/a/7394185/195722
*
*
*
*/
public static Texture2D GetTexture(this System.Drawing.Bitmap bitmap, GameScreen gameScreen)
{
BlendState oldstate = gameScreen.ScreenManager.GraphicsDevice.BlendState;
gameScreen.ScreenManager.GraphicsDevice.BlendState = BlendState.AlphaBlend;
Texture2D tex = new Texture2D(gameScreen.ScreenManager.GraphicsDevice, bitmap.Width, bitmap.Height, true, SurfaceFormat.Color);
System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bitmap.PixelFormat);
int bufferSize = data.Height * data.Stride;
//create data buffer
byte[] bytes = new byte[bufferSize];
// copy bitmap data into buffer
System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length);
// copy our buffer to the texture
tex.SetData(bytes);
// unlock the bitmap data
bitmap.UnlockBits(data);
gameScreen.ScreenManager.GraphicsDevice.BlendState = oldstate;
return tex;
}
#endif
}
}