Esempio n. 1
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    public SubPattern(Pattern pattern, DesignPatternInformation.DesignPatternPart part, bool import = false)
    {
        Colors  = new SubPatternColors(this);
        Pattern = pattern;
        Part    = part;
        Layers  = new List <Layer>();
        History = new History(this, 50);
        History.OnHistoryChanged = () => {
            Pattern.Editor.Tools.HistoryChanged(History);
        };
        if (!import)
        {
            var backgroundLayer = new RasterLayer(this, "Background");
            backgroundLayer.Colors = new UnityEngine.Color[Width * Height];
            for (int y = 0; y < Height; y++)
            {
                for (int x = 0; x < Width; x++)
                {
                    backgroundLayer.Colors[x + y * Width] = Colors[x + y * Width];
                }
            }

            backgroundLayer.UpdateTexture();
            Layers.Add(backgroundLayer);

            History.AddEvent(new History.LayerCreatedAction("Opened", 0, backgroundLayer));
        }
    }
Esempio n. 2
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    public void CreateLayer()
    {
        var newLayer = new RasterLayer(this, "Layer " + Layers.Count);

        newLayer.UpdateTexture();
        Layers.Insert(_SelectedLayer + 1, newLayer);
        SelectedLayer = newLayer;

        Pattern.Editor.LayersChanged();

        History.AddEvent(new History.LayerCreatedAction("Created: " + newLayer.Name, _SelectedLayer, newLayer));
    }
Esempio n. 3
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    public void CreateLayer()
    {
        var newLayer = new RasterLayer(this, "Layer " + Layers.Count)
        {
            Colors = new UnityEngine.Color[Width * Height]
        };

        for (int i = 0; i < newLayer.Colors.Length; i++)
        {
            newLayer.Colors[i] = new UnityEngine.Color(0f, 0f, 0f, 0f);
        }
        newLayer.UpdateTexture();
        Layers.Insert(_SelectedLayer + 1, newLayer);
        SelectedLayer = newLayer;

        Pattern.Editor.LayersChanged();

        History.AddEvent(new History.LayerCreatedAction("Created: " + newLayer.Name, _SelectedLayer, newLayer));
    }
Esempio n. 4
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    public void FromBytes(byte[] bytes)
    {
        using (MemoryStream stream = new MemoryStream(bytes))
        {
            BinaryReader reader  = new BinaryReader(stream);
            byte         version = reader.ReadByte();
            if (version == 0x00)
            {
                var t = (DesignPattern.TypeEnum)reader.ReadByte();
                if (this._Type == DesignPattern.TypeEnum.SimplePattern && t != DesignPattern.TypeEnum.SimplePattern)
                {
                    throw new ArgumentException("Simple design spot can't hold pro design.", "project");
                }
                if (this._Type != DesignPattern.TypeEnum.SimplePattern && t == DesignPattern.TypeEnum.SimplePattern)
                {
                    throw new ArgumentException("Pro design spot can't hold simple design.", "project");
                }
                this._Type = t;
                Quantizer  = Quantizers[reader.ReadByte()];
                ColorCache = ColorCaches[reader.ReadByte()];

                var info = DesignPatternInformation.Types[this._Type];
                this.SubPatterns = new List <SubPattern>();
                for (int i = 0; i < info.Parts.Count; i++)
                {
                    var subPattern = new SubPattern(this, info.Parts[i], true);
                    this.SubPatterns.Add(subPattern);

                    int layerCount = reader.ReadByte();
                    for (int j = 0; j < layerCount; j++)
                    {
                        var layerType = reader.ReadByte();
                        if (layerType == 0x01)
                        {
                            int    objectX      = reader.ReadInt32();
                            int    objectY      = reader.ReadInt32();
                            int    objectW      = reader.ReadInt32();
                            int    objectH      = reader.ReadInt32();
                            byte   crop         = reader.ReadByte();
                            byte   resampling   = reader.ReadByte();
                            int    nameLength   = reader.ReadInt32();
                            string name         = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(nameLength));
                            int    bitmapWidth  = reader.ReadInt32();
                            int    bitmapHeight = reader.ReadInt32();
                            byte[] bitmapPixels = reader.ReadBytes(bitmapWidth * bitmapHeight * 4);
                            var    bitmap       = new System.Drawing.Bitmap(bitmapWidth, bitmapHeight, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
                            bitmap.FromBytes(bitmapPixels);
                            SmartObjectLayer layer = new SmartObjectLayer(subPattern, name, bitmap, objectX, objectY, objectW, objectH);
                            subPattern.Layers.Add(layer);
                            layer.Crop      = SmartObjectLayer.Crops[crop];
                            layer.Resampler = SmartObjectLayer.Resamplers[resampling];
                            layer.Colors    = new UnityEngine.Color[layer.Width * layer.Height];
                            layer.UpdateColors();
                            layer.UpdateTexture();
                        }
                        else if (layerType == 0x00)
                        {
                            int         nameLength = reader.ReadInt32();
                            string      name       = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(nameLength));
                            RasterLayer layer      = new RasterLayer(subPattern, name);
                            layer.Colors = new UnityEngine.Color[layer.Width * layer.Height];
                            for (int y = 0; y < layer.Height; y++)
                            {
                                for (int x = 0; x < layer.Width; x++)
                                {
                                    layer.Colors[x + y * layer.Width] = new UnityEngine.Color(reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f);
                                }
                            }
                            layer.UpdateTexture();
                            subPattern.Layers.Add(layer);
                        }
                    }
                }
            }
        }
        _CurrentSubPattern = 0;
        Editor.SetSize(CurrentSubPattern.Width, CurrentSubPattern.Height);
        Editor.LayersChanged();
        Editor.SubPatternChanged(CurrentSubPattern.Part);
        Editor.SetType(this._Type);
        Editor.Show(null, null, null);
        Editor.OnImageUpdated();
        Editor.Tools.HistoryChanged(CurrentSubPattern.History);
        for (int i = 0; i < SubPatterns.Count; i++)
        {
            SubPatterns[i].UpdateImage(false);
        }
        this.RegeneratePreview();
    }
Esempio n. 5
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    public Pattern(PatternEditor editor, byte[] bytes)
    {
        try
        {
            Editor = editor;

            using (MemoryStream stream = new MemoryStream(bytes))
            {
                BinaryReader reader  = new BinaryReader(stream);
                byte         version = reader.ReadByte();
                var          t       = (DesignPattern.TypeEnum)reader.ReadByte();
                if (!Editor.IsPro && t != DesignPattern.TypeEnum.SimplePattern)
                {
                    throw new ArgumentException("Simple design spot can't hold pro design.", "project");
                }
                if (Editor.IsPro && t == DesignPattern.TypeEnum.SimplePattern)
                {
                    throw new ArgumentException("Pro design spot can't hold simple design.", "project");
                }
                this._Type = t;
                Quantizer  = Quantizers[reader.ReadByte()];
                ColorCache = ColorCaches[reader.ReadByte()];

                var info = DesignPatternInformation.Types[this._Type];
                this.SubPatterns = new List <SubPattern>();
                for (int i = 0; i < info.Parts.Count; i++)
                {
                    var subPattern = new SubPattern(this, info.Parts[i], true);
                    this.SubPatterns.Add(subPattern);

                    int layerCount = reader.ReadByte();
                    for (int j = 0; j < layerCount; j++)
                    {
                        var layerType = reader.ReadByte();
                        if (layerType == 0x01)
                        {
                            int    objectX      = reader.ReadInt32();
                            int    objectY      = reader.ReadInt32();
                            int    objectW      = reader.ReadInt32();
                            int    objectH      = reader.ReadInt32();
                            byte   crop         = reader.ReadByte();
                            byte   resampling   = reader.ReadByte();
                            int    nameLength   = reader.ReadInt32();
                            string name         = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(nameLength));
                            int    bitmapWidth  = reader.ReadInt32();
                            int    bitmapHeight = reader.ReadInt32();
                            byte[] bitmapPixels = reader.ReadBytes(bitmapWidth * bitmapHeight * 4);
                            var    bitmap       = new TextureBitmap(bitmapWidth, bitmapHeight);
                            int    m            = bitmapWidth * bitmapHeight * bitmap.PixelSize;
                            unsafe
                            {
                                byte *ptr = (byte *)bitmap.Bytes.ToPointer();
                                for (int k = 0; k < m; k++)
                                {
                                    *(ptr + k) = bitmapPixels[k];
                                }
                            }
                            if (version == 0)
                            {
                                bitmap.FlipY();
                            }
                            SmartObjectLayer layer = new SmartObjectLayer(subPattern, name, bitmap, objectX, objectY, objectW, objectH);
                            subPattern.Layers.Add(layer);
                            layer.Crop      = (TextureBitmap.CropMode)crop;
                            layer.Resampler = (ResamplingFilters)resampling;
                            layer.Bitmap    = bitmap;
                            layer.UpdateColors();
                            layer.UpdateTexture();
                        }
                        else if (layerType == 0x00)
                        {
                            int         nameLength = reader.ReadInt32();
                            string      name       = System.Text.Encoding.UTF8.GetString(reader.ReadBytes(nameLength));
                            RasterLayer layer      = new RasterLayer(subPattern, name);

                            int    m            = layer.Width * layer.Height * layer.Texture.PixelSize;
                            byte[] bitmapPixels = reader.ReadBytes(m);
                            layer.Texture = new TextureBitmap(layer.Width, layer.Height);

                            unsafe
                            {
                                byte *ptr = (byte *)layer.Texture.Bytes.ToPointer();
                                for (int k = 0; k < m; k++)
                                {
                                    *(ptr + k) = bitmapPixels[k];
                                }
                            }
                            if (version == 0)
                            {
                                layer.Texture.FlipY();
                            }

                            layer.UpdateTexture();
                            subPattern.Layers.Add(layer);
                        }
                    }
                }
            }
            GC.Collect();
            _CurrentSubPattern = 0;

            Logger.Log(Logger.Level.INFO, "[PatternEditor/Pattern] Creating new pattern");
            StartPreviewThread();
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Pattern type: " + _Type.ToString());
            Bitmap = new TextureBitmap(Width, Height);
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Created TextureBitmap " + Width + "x" + Height);
            Bitmap.Clear();
            PreviewBitmap = new TextureBitmap(Width, Height);
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Created preview TextureBitmap " + Width + "x" + Height);
            PreviewBitmap.Clear();
            PreviewSprite = UnityEngine.Sprite.Create(PreviewBitmap.Texture, new UnityEngine.Rect(0, 0, PreviewBitmap.Width, PreviewBitmap.Height), new UnityEngine.Vector2(0.5f, 0.5f));
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Created preview sprite");

            UpscaledPreviewBitmap = new TextureBitmap(Width * 4, Height * 4);
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Created upscaled preview TextureBitmap " + (Width * 4) + "x" + (Height * 4));
            UpscaledPreviewBitmap.Clear();

            Info = DesignPatternInformation.Types[this._Type];
            Logger.Log(Logger.Level.DEBUG, "[PatternEditor/Pattern] Pattern information obtained.");
        }
        catch (System.Exception e)
        {
            Logger.Log(Logger.Level.ERROR, "[PatternEditor/Pattern] Error while creating pattern: " + e.ToString());
            this.Dispose();
            throw e;
        }
    }