Ejemplo n.º 1
0
        public BitmapSource GetSpecialSource(ImageSourceId id)
        {
            if (id.TextureLookupOriginal)
            {
                return(ImageSource);
            }

            WriteableBitmap output = null;

            if (specialSources == null)
            {
                specialSources = new Dictionary <ImageSourceId, WriteableBitmap>();
            }
            else
            {
                specialSources.TryGetValue(id, out output);
            }

            if (output == null)
            {
                output = CreateSourceFor(id);
                specialSources.Add(id, output);
            }

            return(output);
        }
Ejemplo n.º 2
0
        internal ImageSprite GetSprite(ImageSourceId id)
        {
            List <ImageSprite> spriteList;

            sprites.TryGetValue(id, out spriteList);

            if (spriteList == null)
            {
                spriteList = new List <ImageSprite>();
                sprites.Add(id, spriteList);
            }

            int frame = GraphicsDevice.CurrentSpriteFrameNumber;

            foreach (ImageSprite sprite in spriteList)
            {
                if (sprite.usedOnFrame != frame)
                {
                    return(sprite);
                }
            }

            // No suitable sprite found, add one:
            ImageSprite createSprite = new ImageSprite(this, id);

            GraphicsDevice.AddSprite(createSprite);
            spriteList.Add(createSprite);
            return(createSprite);
        }
Ejemplo n.º 3
0
        WriteableBitmap CreateSourceFor(ImageSourceId id)
        {
            BitmapSource original = ImageSource;

            // Note: need to recreate temporaryImage each time, because Silverlight
            //       has some very strange ideas about when to update the image dimensions
            Image temporaryImage = new Image();

            TintEffect temporaryTintEffect = null;

            if (id.WantsPreTint)
            {
                temporaryTintEffect       = TintEffect.Create(id.TintEffectMode);
                temporaryImage.Effect     = temporaryTintEffect;
                temporaryTintEffect.Color = id.ColorForPreTint;
            }

            temporaryImage.Width  = original.PixelWidth;
            temporaryImage.Height = original.PixelHeight;
            temporaryImage.Source = original;


            int width, height;

            SWM.TranslateTransform transform;

            if (id.UseOriginalDimentions)
            {
                width     = original.PixelWidth;
                height    = original.PixelHeight;
                transform = null;
            }
            else
            {
                width  = id.SourceWidth;
                height = id.SourceHeight;

                transform   = new SWM.TranslateTransform();
                transform.X = -id.SourceX;
                transform.Y = -id.SourceY;
            }

            WriteableBitmap output = new WriteableBitmap(width, height);

            output.Render(temporaryImage, transform);
            output.Invalidate();

            if (temporaryTintEffect != null)
            {
                temporaryImage.Effect = null;
                temporaryTintEffect.Release();
            }

            return(output);
        }
Ejemplo n.º 4
0
        internal void InternalDraw(Texture2D texture, Vector2 position,
                                   Rectangle?sourceRectangle, Color color, float rotation, Vector2 origin,
                                   Vector2 scale, SpriteEffects effects, float layerDepth)
        {
            byte r, g, b, a;

            switch (fixedBlendState)
            {
            default:
            case FixedBlendState.AlphaBlend:                     // One, 1-SrcAlpha
                r = color.cR;
                g = color.cG;
                b = color.cB;
                a = color.A;
                // TODO: Emit warning if premultiplied R,G or B is greater than A.
                //       This would normally cause additive blending. Currently not handled by ExEnSilver.
                break;

            case FixedBlendState.NonPremultiplied:                     // SrcAlpha, 1-SrcAlpha
                r = color.R;
                g = color.G;
                b = color.B;
                a = color.A;
                break;

            case FixedBlendState.Additive:                     // SrcAlpha, One
                r = color.R;
                g = color.G;
                b = color.B;
                a = color.A;
                break;

            case FixedBlendState.Opaque:                     // One, Zero
                r = color.R;
                g = color.G;
                b = color.B;
                a = 255;
                break;
            }

            if (a == 0)            // Nothing to draw
            {
                return;
            }

            // Dynamic rectangle only used if there's actually a source rectangle!
            bool dynamicRectangle = hintDynamicRectangle && sourceRectangle.HasValue;

            ImageSourceId id = new ImageSourceId(r, g, b, sourceRectangle, tintEffectMode,
                                                 hintUseCache, hintDynamicColor, dynamicRectangle);
            ImageSprite sprite = texture.GetSprite(id);

            if (hintDynamicColor)
            {
                sprite.UpdateDynamicColor(r, g, b);
            }
            if (dynamicRectangle)
            {
                sprite.UpdateDynamicRectangle(sourceRectangle.Value);
            }

            Vector2 sourceSize = sourceRectangle.HasValue ?
                                 new Vector2(sourceRectangle.Value.Width, sourceRectangle.Value.Height) :
                                 new Vector2(texture.Width, texture.Height);
            Vector2 sourceOrigin = dynamicRectangle ?
                                   new Vector2(sourceRectangle.Value.X, sourceRectangle.Value.Y) :
                                   Vector2.Zero;

            sprite.Transform(position, scale, origin, sourceOrigin, sourceSize, rotation, effects, ref currentMatrix);
            sprite.SetOpacity(a / 255f);

            GraphicsDevice.DrawSprite(sprite);
        }