private void WriteTextures(V2DWorld v2dWorld) { List <string> parsed = new List <string>(); foreach (string key in usedImages.Keys) { V2DTexture t = new V2DTexture(); t.Source = key;// usedImages[key]; v2dWorld.textures.Add(t); } }
private void EnsureV2DWorld() { if (SymbolImport != null && v2dWorld == null) { // ** note: unnamed elements may actually fall out of scope and get gc/disposed, so need a ref // todo: use multiple content loaders per screen and unload where needed. //V2DContent content = V2DGame.instance.Content.Load<V2DContent>(SymbolImport.assetName); content = V2DGame.instance.Content.Load <V2DContent>(SymbolImport.assetName); v2dWorld = content.v2dWorld; textures = content.textures; v2dWorld.RootInstance.Definition = v2dWorld.GetDefinitionByName(V2DGame.ROOT_NAME); } }
private void WriteDefinitions(V2DWorld v2dWorld) { foreach (Definition2D def in v2d.definitions) { V2DDefinition d; if (def is Text2D) { V2DText v2t = new V2DText(); d = v2t; v2t.TextRuns = ((Text2D)def).TextRuns; } else { d = new V2DDefinition(); d.V2DShapes.Clear(); for (int i = 0; i < def.Shapes.Count; i++) { d.V2DShapes.Add(def.Shapes[i].GetV2DShape()); } d.Instances.Clear(); if (def.Children.Count > 0) { for (int i = 0; i < def.Children.Count; i++) { d.Instances.Add(GetV2DInstance(def.Children[i])); } } } v2dWorld.definitions.Add(d); d.Name = def.DefinitionName; d.Id = def.Id; d.LinkageName = def.LinkageName; // paths.ContainsKey(def.Id) ? paths[def.Id] : ""; d.FrameCount = def.FrameCount; d.OffsetX = def.Bounds.Point.X; d.OffsetY = def.Bounds.Point.Y; d.Width = def.Bounds.Size.Width; d.Height = def.Bounds.Size.Height; d.Joints.Clear(); if (def.Joints.Count > 0) { WriteJointData(d.Joints, def); } } }
public Screen(V2DContent v2dContent) { this.v2dWorld = v2dContent.v2dWorld; this.textures = v2dContent.textures; SetAttributes(); }
public GenV2DWorld(VexTree v2d, Dictionary <string, IDefinition> usedImages) { this.v2d = v2d; this.usedImages = usedImages; v2dWorld = new V2DWorld(); }