Example #1
0
        public static AnimationChainList AddAnimationChainList(string fileName)
        {
            AnimationChainList sameNamedList = null;

            foreach (AnimationChainList list in mReferencedAnimationChains)
            {
                if (list.Name == fileName)
                {
                    sameNamedList = list;
                    break;
                }
            }



            if (sameNamedList == null)
            {
                AnimationChainListSave animationChainListSave = AnimationChainListSave.FromFile(fileName);

                AnimationChainList list = animationChainListSave.ToAnimationChainList(SceneContentManager);

                mReferencedAnimationChains.Add(list);

                GuiData.ListWindow.Highlight(list);

                return(list);
            }
            else
            {
                // highlight the list with the same name

                GuiData.ListWindow.Highlight(sameNamedList);
                return(sameNamedList);
            }
        }
        public TextureGrid <FlatRedBall.Graphics.Animation.AnimationChain> ToAnimationChainGrid(string contentManagerName,
                                                                                                float gridSpacing)
        {
            TextureGrid <FlatRedBall.Graphics.Animation.AnimationChain> toReturn = new TextureGrid <FlatRedBall.Graphics.Animation.AnimationChain>();

            toReturn.FirstPaintedX = FirstPaintedX;
            toReturn.LastPaintedX  = new List <float>();

            toReturn.FirstPaintedY = FirstPaintedY;
            toReturn.LastPaintedY  = toReturn.FirstPaintedY + (ReferenceGrid.Length - 1) * gridSpacing;

            toReturn.GridSpacingX = gridSpacing;
            toReturn.GridSpacingY = gridSpacing;

            int yOn = 0;

            toReturn.BaseTexture = null;

            Dictionary <string, FlatRedBall.Graphics.Animation.AnimationChainList> animationChainListCache =
                new Dictionary <string, FlatRedBall.Graphics.Animation.AnimationChainList>();


            foreach (ReferencedAnimationChain[] racArray in ReferenceGrid)
            {
                List <FlatRedBall.Graphics.Animation.AnimationChain> newAnimationChainList =
                    new List <FlatRedBall.Graphics.Animation.AnimationChain>();
                toReturn.Textures.Add(newAnimationChainList);

                toReturn.LastPaintedX.Add(toReturn.FirstPaintedX[yOn] + gridSpacing * (racArray.Length - 1));

                foreach (ReferencedAnimationChain rac in racArray)
                {
                    FlatRedBall.Graphics.Animation.AnimationChainList acl = null;
                    if (!string.IsNullOrEmpty(rac.AnimationChainListFileName) && animationChainListCache.ContainsKey(rac.AnimationChainListFileName) == false)
                    {
                        AnimationChainListSave acls = AnimationChainListSave.FromFile(rac.AnimationChainListFileName);
                        animationChainListCache.Add(rac.AnimationChainListFileName,
                                                    acls.ToAnimationChainList(contentManagerName));
                    }

                    if (string.IsNullOrEmpty(rac.AnimationChainListFileName))
                    {
                        acl = null;
                        newAnimationChainList.Add(null);
                    }
                    else
                    {
                        acl = animationChainListCache[rac.AnimationChainListFileName];
                        newAnimationChainList.Add(acl[rac.AnimationChainName]);
                    }
                }

                yOn++;
            }


            return(toReturn);
        }
Example #3
0
        public static SpriteFrame CreateSpriteFrame(string texture, string nameToUse)
        {
            SpriteFrame spriteFrame = SpriteManager.AddSpriteFrame(null, SpriteFrame.BorderSides.All);

            try
            {
                if (texture.EndsWith(".ach") || texture.EndsWith(".achx"))
                {
                    AnimationChainListSave listSave = AnimationChainListSave.FromFile(texture);

                    spriteFrame.AnimationChains = listSave.ToAnimationChainList(SceneContentManager);

                    if (spriteFrame.AnimationChains.Count != 0)
                    {
                        spriteFrame.CurrentChainName = (spriteFrame.AnimationChains[0].Name);
                    }

                    spriteFrame.Animate = true;
                }
                else if (texture.EndsWith(".tga") || texture.EndsWith(".png"))
                {
                    spriteFrame.Texture =
                        FlatRedBallServices.Load <Texture2D>(texture, SceneContentManager);
                }
                else
                {
                    spriteFrame.Texture =
                        FlatRedBallServices.Load <Texture2D>(texture, SceneContentManager);
                }
            }
            catch (Microsoft.DirectX.Direct3D.InvalidDataException)
            {
                throw new Microsoft.DirectX.Direct3D.InvalidDataException();
            }

            if (string.IsNullOrEmpty(nameToUse) == false)
            {
                spriteFrame.Name = nameToUse;
            }
            else
            {
                spriteFrame.Name = FileManager.RemovePath(FileManager.RemoveExtension(texture));
            }

            StringFunctions.MakeNameUnique <SpriteFrame>(spriteFrame, mScene.SpriteFrames);

            spriteFrame.X = Camera.X;
            spriteFrame.Y = Camera.Y;

            mScene.SpriteFrames.Add(spriteFrame);

            return(spriteFrame);
        }
Example #4
0
        //public void SetSprite(TextureAtlas textureAtlas, Sprite sprite)
        //{
        //    SetSprite("", sprite);

        //    if (!string.IsNullOrEmpty(this.Texture))
        //    {
        //        var entry = textureAtlas.GetEntryFor(this.Texture);

        //        if (entry != null)
        //        {
        //            float left;
        //            float right;
        //            float top;
        //            float bottom;


        //            entry.FullToReduced(sprite.LeftTextureCoordinate, sprite.RightTextureCoordinate,
        //                sprite.TopTextureCoordinate, sprite.BottomTextureCoordinate,
        //                out left, out right, out top, out bottom);

        //            sprite.LeftTextureCoordinate = left;
        //            sprite.RightTextureCoordinate = right;
        //            sprite.TopTextureCoordinate = top;
        //            sprite.BottomTextureCoordinate = bottom;

        //            sprite.Texture = textureAtlas.Texture;

        //        }
        //    }

        //    if (!string.IsNullOrEmpty(this.AnimationChainsFile))
        //    {

        //        if (string.IsNullOrEmpty(this.AnimationChainsFile) == false)
        //        {
        //            //AnimationChains = FlatRedBall.Content.AnimationChain.AnimationChainListSave.FromFile(AnimationChainsFile);
        //            AnimationChainListSave acls = AnimationChainListSave.FromFile(this.AnimationChainsFile);
        //            sprite.AnimationChains = acls.ToAnimationChainList(textureAtlas);
        //        }

        //        if (CurrentChain != -1)
        //        {
        //            // Now using the CurrentChainName property so it works with IAnimationChainAnimatable
        //            sprite.CurrentChainName = sprite.AnimationChains[CurrentChain].Name;
        //            //sprite.SetAnimationChain();
        //        }
        //    }


        //}

        internal static void SetRuntimeAnimationChain(string contentManagerName, IAnimationChainAnimatable sprite,
                                                      AnimationChainList animationChainListInstance, int currentChain, AnimationChainListSave animationChains,
                                                      string animationChainsFile
                                                      )
        {
            if (animationChainListInstance != null)
            {
                if (animationChainListInstance != null)
                {
                    sprite.AnimationChains = animationChainListInstance;;
                }

                if (currentChain != -1)
                {
                    // Now using the CurrentChainName property so it works with IAnimationChainAnimatable
                    sprite.CurrentChainName = sprite.AnimationChains[currentChain].Name;
                    //sprite.SetAnimationChain(sprite.AnimationChains[CurrentChain]);
                }
            }
            else if (animationChains != null || string.IsNullOrEmpty(animationChainsFile) == false)
            {
                if (animationChains != null && animationChains.FileName != null && animationChains.FileName != "")
                {
                    // load the AnimationChainArray here
                    //                    AnimationChains = new AnimationChainList(saveToSetFrom.animationChains.Name);
                    sprite.AnimationChains      = animationChains.ToAnimationChainList(contentManagerName);
                    sprite.AnimationChains.Name = FlatRedBall.IO.FileManager.Standardize(animationChains.FileName);
                }
                else if (string.IsNullOrEmpty(animationChainsFile) == false)
                {
                    //AnimationChains = FlatRedBall.Content.AnimationChain.AnimationChainListSave.FromFile(AnimationChainsFile);
                    sprite.AnimationChains = FlatRedBallServices.Load <AnimationChainList>(
                        animationChainsFile, contentManagerName);
                }

                if (currentChain != -1)
                {
                    // Now using the CurrentChainName property so it works with IAnimationChainAnimatable
                    sprite.CurrentChainName = sprite.AnimationChains[currentChain].Name;
                    //sprite.SetAnimationChain();
                }
            }
        }
Example #5
0
        public static void AddSprite(string textureOrAnimationFile)
        {
            Sprite newSprite = null;

            if (FileManager.GetExtension(textureOrAnimationFile) == "achx")
            {
                AnimationChainListSave achs = AnimationChainListSave.FromFile(textureOrAnimationFile);

                newSprite = SpriteManager.AddSprite(
                    achs.ToAnimationChainList(ContentManagerName));
                mBlockingScene.Sprites.Add(newSprite);

                newSprite.Name = FileManager.RemovePath(FileManager.RemoveExtension(textureOrAnimationFile));
            }
            else
            {
                newSprite = SpriteManager.AddSprite(textureOrAnimationFile, ContentManagerName);
                mBlockingScene.Sprites.Add(newSprite);

                newSprite.Name = FileManager.RemovePath(FileManager.RemoveExtension(textureOrAnimationFile));
            }

            SetNewlyCreatedSpriteProperties(newSprite);
        }
        protected override AnimationChainList Read(ContentReader input, AnimationChainList existingInstance)
        {
            if (existingInstance != null)
            {
                return(existingInstance);
            }

            AnimationChainListSave acls = null;

            if (ObjectReader.UseReflection)
            {
                acls = ObjectReader.ReadObject <AnimationChainListSave>(input);
            }
            else
            {
                acls = ReadAnimationChainListSave(input);
            }
            acls.FileName = input.AssetName;

            return(acls.ToAnimationChainList(""));

            /*
             * //read list of animation chains
             * TimeMeasurementUnit timeMeasurement = (TimeMeasurementUnit)input.ReadInt32();
             * float divisor = timeMeasurement == TimeMeasurementUnit.Millisecond ? 1000 : 1;
             *
             * int chainsCount = input.ReadInt32();
             * existingInstance = new AnimationChainList(chainsCount);
             * existingInstance.TimeMeasurementUnit = timeMeasurement;
             *
             * existingInstance.Name = input.AssetName;
             *
             * for (int i = 0; i < chainsCount; i++)
             * {
             * //read list of Frames
             * int frameCount = input.ReadInt32();
             * FlatRedBall.Graphics.Animation.AnimationChain ach =
             * new FlatRedBall.Graphics.Animation.AnimationChain(frameCount);
             *
             * ach.Name = input.ReadString();
             *
             * for (int j = 0; j < frameCount; j++)
             * {
             * AnimationFrame frame = new AnimationFrame(
             * input.ReadExternalReference<Texture2D>(),
             * input.ReadSingle());
             * frame.FrameLength /= divisor;
             * frame.FlipHorizontal = input.ReadBoolean();
             * frame.FlipVertical = input.ReadBoolean();
             *
             * frame.LeftCoordinate = input.ReadSingle();
             * frame.RightCoordinate = input.ReadSingle();
             * frame.TopCoordinate = input.ReadSingle();
             * frame.BottomCoordinate = input.ReadSingle();
             *
             * frame.RelativeX = input.ReadSingle();
             * frame.RelativeY = input.ReadSingle();
             *
             * ach.Add(frame);
             * }
             * existingInstance.Add(ach);
             * }
             *
             * return existingInstance;
             */
        }
Example #7
0
        public static Sprite AddSprite(string spriteTexture, string nameToUse)
        {
            EditorSprite spriteCreated = new EditorSprite();

            #region Create the spriteCreated depending on the type in spriteTexture
            try
            {
                #region Is the texture null?

                if (string.IsNullOrEmpty(spriteTexture))
                {
                    spriteCreated.Texture        = null;
                    spriteCreated.Red            = GraphicalEnumerations.MaxColorComponentValue;
                    spriteCreated.ColorOperation = Microsoft.DirectX.Direct3D.TextureOperation.SelectArg2;
                }

                #endregion

                #region Create the Sprite with a .achx
                else if (spriteTexture.EndsWith(".ach") || spriteTexture.EndsWith(".achx") ||
                         spriteTexture.EndsWith(".gif"))
                {
                    if (spriteTexture.EndsWith(".gif"))
                    {
                        AnimationChain animationChain = AnimationChain.FromGif(spriteTexture, SceneContentManager);

                        spriteCreated.SetAnimationChain(animationChain);
                    }
                    else
                    {
                        AnimationChainListSave listSave = AnimationChainListSave.FromFile(spriteTexture);

                        spriteCreated.AnimationChains = listSave.ToAnimationChainList(SceneContentManager);
                    }
                    if (spriteCreated.AnimationChains.Count != 0)
                    {
                        spriteCreated.SetAnimationChain(spriteCreated.AnimationChains[0]);
                    }

                    spriteCreated.Animate = true;
                }
                #endregion

                #region Create the Sprite with an image
                else
                {
                    spriteCreated.Texture =
                        FlatRedBallServices.Load <Texture2D>(spriteTexture, SceneContentManager);
                }

                #endregion
            }
            catch (Microsoft.DirectX.Direct3D.InvalidDataException)
            {
                throw new Microsoft.DirectX.Direct3D.InvalidDataException();
            }
            #endregion

            SpriteManager.AddSprite(spriteCreated);



            KeepSpriteNameUnique <Sprite>(spriteCreated, nameToUse, mScene.Sprites);

            spriteCreated.X = Camera.X;
            spriteCreated.Y = Camera.Y;

            // If the camera's in ortho mode then we're likely making a 2D game, so set the PixelSize to .5
            if (SpriteManager.Camera.Orthogonal)
            {
                spriteCreated.PixelSize = .5f;
            }

            SetStoredAddToSE(spriteCreated, EditorProperties.PixelSize);

            return(spriteCreated);
        }