/// <summary>
        /// Converts an array of sprite filenames into a sprite sheet object.
        /// </summary>
        public override SpriteSheetContent Process(string[] input,
                                                   ContentProcessorContext context)
        {
            SpriteSheetContent   spriteSheet   = new SpriteSheetContent();
            List <BitmapContent> sourceSprites = new List <BitmapContent>();

            // Loop over each input sprite filename.
            foreach (string inputFilename in input)
            {
                // Store the name of this sprite.
                string spriteName = Path.GetFileNameWithoutExtension(inputFilename);

                spriteSheet.SpriteNames.Add(spriteName, sourceSprites.Count);

                // Load the sprite texture into memory.
                ExternalReference <TextureContent> textureReference =
                    new ExternalReference <TextureContent>(inputFilename);

                TextureContent texture =
                    context.BuildAndLoadAsset <TextureContent,
                                               TextureContent>(textureReference, "TextureProcessor");

                sourceSprites.Add(texture.Faces[0][0]);
            }

            // Pack all the sprites into a single large texture.
            BitmapContent packedSprites = SpritePacker.PackSprites(sourceSprites,
                                                                   spriteSheet.SpriteRectangles, context);

            spriteSheet.Texture.Mipmaps.Add(packedSprites);

            return(spriteSheet);
        }
Example #2
0
        /// <summary>
        /// Converts an array of sprite filenames into a sprite sheet object.
        /// </summary>
        public override SpriteSheetContent Process(SpriteSheetXMLData aInput,
                                                   ContentProcessorContext aContext)
        {
            SpriteSheetContent   spriteSheet   = new SpriteSheetContent();
            List <BitmapContent> sourceSprites = new List <BitmapContent>();

            // Loop over each input sprite filename.
            foreach (string inputFilename in aInput.files)
            {
                // Store the name of this sprite.
                string spriteName = Path.GetFileNameWithoutExtension(inputFilename);

                spriteSheet.SpriteNames.Add(spriteName, sourceSprites.Count);

                // Load the sprite texture into memory.
                ExternalReference <TextureContent> textureReference =
                    new ExternalReference <TextureContent>(inputFilename);

                TextureContent texture =
                    aContext.BuildAndLoadAsset <TextureContent,
                                                TextureContent>(textureReference, null);

                ((PixelBitmapContent <Color>)texture.Faces[0][0]).ReplaceColor(aInput.colorKey, Color.TransparentBlack);

                sourceSprites.Add(texture.Faces[0][0]);
            }

            spriteSheet.AnimationSpeed = aInput.animationSpeed;

            // Pack all the sprites into a single large texture.
            BitmapContent packedSprites = SpritePacker.PackSprites(sourceSprites,
                                                                   spriteSheet.SpriteRectangles, aContext);

            spriteSheet.Texture.Mipmaps.Add(packedSprites);

            return(spriteSheet);
        }