/// <summary> /// Initializes a new instance of the <see cref="TextureAsset"/> class. /// <para> /// Create a new TextureAsset from a in-memory texture. Used when you need to pass in a /// generated texture into a function that accepts a TextureAsset. TextureAssets created /// with this constructor can not be saved or baked by an asset manager. /// </para> /// </summary> /// <param name="texture"> /// The MonoGame texture to assign to this texture asset. /// </param> public TextureAsset(Texture2D texture) { if (texture == null) { throw new ArgumentNullException("texture"); } this.Name = null; this.Texture = texture; this.RawData = null; this.PlatformData = null; this.m_AssetContentManager = null; this.SourcedFromRaw = true; }
public TextureAsset( IAssetContentManager assetContentManager, string name, byte[] data, int originalWidth, int originalHeight) { _assetContentManager = assetContentManager; Name = name; _data = data; OriginalWidth = originalWidth; OriginalHeight = originalHeight; OriginalSize = new Point(originalWidth, originalHeight); }
public TextureAsset(Texture2D texture) { if (texture == null) { throw new ArgumentNullException("texture"); } Name = null; _data = null; Texture = texture; _assetContentManager = null; OriginalWidth = texture.Width; OriginalHeight = texture.Height; OriginalSize = new Point(texture.Width, texture.Height); }
public TextureAtlasAsset( IAssetContentManager assetContentManager, string name, PlatformData data) { this.Name = name; this.SourceOnly = false; this.CompiledOnly = true; var memory = new MemoryStream(data.Data); using (var reader = new BinaryReader(memory)) { var textureSize = reader.ReadInt32(); var texturePlatformData = reader.ReadBytes(textureSize); var textureAsset = new TextureAsset( assetContentManager, name, null, new PlatformData { Platform = data.Platform, Data = texturePlatformData }, false); this.AtlasTexture = textureAsset; this.Mappings = new Dictionary <string, UVMapping>(); var uvMappingCount = reader.ReadInt32(); for (var i = 0; i < uvMappingCount; i++) { var mappingName = reader.ReadString(); var topLeftU = reader.ReadSingle(); var topLeftV = reader.ReadSingle(); var bottomRightU = reader.ReadSingle(); var bottomRightV = reader.ReadSingle(); this.Mappings.Add( mappingName, new UVMapping { TopLeft = new Vector2(topLeftU, topLeftV), BottomRight = new Vector2(bottomRightU, bottomRightV) }); } } }
public UberEffectAsset( IKernel kernel, IAssetContentManager assetContentManager, IRawLaunchArguments rawLaunchArguments, string name, string code, PlatformData platformData, bool sourcedFromRaw) { Name = name; Code = code; PlatformData = platformData; _kernel = kernel; _assetContentManager = assetContentManager; _rawLaunchArguments = rawLaunchArguments; SourcedFromRaw = sourcedFromRaw; }
public FontAsset( IAssetContentManager assetContentManager, string name, string fontName, float fontSize, bool useKerning, float spacing, byte[] data) { Name = name; FontName = fontName; FontSize = fontSize; UseKerning = useKerning; Spacing = spacing; _assetContentManager = assetContentManager; _data = data; }
public UnifiedShaderAsset(IAssetContentManager assetContentManager, string name, string code, PlatformData platformData, bool sourcedFromRaw) { _assetContentManager = assetContentManager; Name = name; Code = code; PlatformData = platformData; SourcedFromRaw = sourcedFromRaw; if (this.PlatformData != null) { try { this.ReloadEffect(); } catch (NoAssetContentManagerException) { } } }
/// <summary> /// Initializes a new instance of the <see cref="TextureAsset"/> class. /// <para> /// This constructor is called by <see cref="TextureAssetLoader"/> when loading a texture asset. /// </para> /// </summary> /// <param name="assetContentManager"> /// The asset content manager used to create the MonoGame asset from the compiled data. /// </param> /// <param name="name"> /// The name of the texture asset. /// </param> /// <param name="rawData"> /// The raw data used for compilation, or null if there is no source information. /// </param> /// <param name="data"> /// The platform-specific data used at runtime, or null if there is no compiled information. /// </param> /// <param name="sourcedFromRaw"> /// Whether or not this asset was sourced from a purely raw asset file (such as a PNG). /// </param> public TextureAsset( IAssetContentManager assetContentManager, string name, byte[] rawData, PlatformData data, bool sourcedFromRaw) { this.Name = name; this.RawData = rawData; this.PlatformData = data; this.m_AssetContentManager = assetContentManager; this.SourcedFromRaw = sourcedFromRaw; if (this.PlatformData != null) { try { this.ReloadTexture(); } catch (NoAssetContentManagerException) { } } }
/// <summary> /// Initializes a new instance of the <see cref="EffectAsset"/> class. /// </summary> /// <param name="assetContentManager"> /// The asset content manager. /// </param> /// <param name="name"> /// The name. /// </param> /// <param name="code"> /// The code. /// </param> /// <param name="platformData"> /// The platform data. /// </param> /// <param name="sourcedFromRaw"> /// The sourced from raw. /// </param> public EffectAsset( IAssetContentManager assetContentManager, string name, string code, PlatformData platformData, bool sourcedFromRaw) { this.Name = name; this.Code = code; this.PlatformData = platformData; this.m_AssetContentManager = assetContentManager; this.SourcedFromRaw = sourcedFromRaw; if (this.PlatformData != null) { try { this.ReloadEffect(); } catch (NoAssetContentManagerException) { } } }
/// <summary> /// Initializes a new instance of the <see cref="ModelAssetLoader"/> class. /// </summary> /// <param name="modelSerializer"> /// The model serializer service. /// </param> /// <param name="assetContentManager"> /// The asset content manager. /// </param> public ModelAssetLoader(IModelSerializer modelSerializer, IAssetContentManager assetContentManager) { _modelSerializer = modelSerializer; this.m_AssetContentManager = assetContentManager; }
public UnifiedShaderAssetLoader(IAssetContentManager assetContentManager) { _assetContentManager = assetContentManager; }
public TextureAssetLoader(IAssetContentManager assetContentManager) { _assetContentManager = assetContentManager; }
/// <summary> /// Initializes a new instance of the <see cref="EffectAssetLoader"/> class. /// </summary> /// <param name="assetContentManager"> /// The asset content manager. /// </param> public EffectAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }
public FontAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }
public EffectAssetLoader(IKernel kernel, IAssetContentManager assetContentManager, IRawLaunchArguments rawLaunchArguments) { _kernel = kernel; _assetContentManager = assetContentManager; _rawLaunchArguments = rawLaunchArguments; }
/// <summary> /// Initializes a new instance of the <see cref="AudioAssetLoader"/> class. /// </summary> /// <param name="assetContentManager"> /// The asset content manager. /// </param> public AudioAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }
/// <summary> /// Initializes a new instance of the <see cref="ModelAssetLoader"/> class. /// </summary> /// <param name="assetContentManager"> /// The asset content manager. /// </param> public ModelAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }
public FontAssetLoader(IAssetContentManager assetContentManager) { _assetContentManager = assetContentManager; }
public UnifiedShaderAssetLoader(IKernel kernel, IAssetContentManager assetContentManager) { _kernel = kernel; _assetContentManager = assetContentManager; }
/// <summary> /// Initializes a new instance of the <see cref="TextureAssetLoader"/> class. /// </summary> /// <param name="assetContentManager"> /// The asset content manager. /// </param> public TextureAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }
public UberEffectAssetLoader(IKernel kernel, IAssetContentManager assetContentManager, IRawLaunchArguments rawLaunchArguments) { _kernel = kernel; _assetContentManager = assetContentManager; _rawLaunchArguments = rawLaunchArguments; }
public TextureAtlasAssetLoader(IAssetContentManager assetContentManager) { this.m_AssetContentManager = assetContentManager; }