Esempio n. 1
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        /// <summary>
        /// Gets a unique title for a <see cref="GrhData"/> in the given category.
        /// </summary>
        /// <param name="category">The category.</param>
        /// <param name="title">The string to base the new title off of.</param>
        /// <returns>A unique title for the given <paramref name="category"/>.</returns>
        public static SpriteTitle GetUniqueTitle(SpriteCategory category, string title)
        {
            if (!string.IsNullOrEmpty(title))
            {
                title = SpriteTitle.Sanitize(title);
            }

            if (!SpriteTitle.IsValid(title))
            {
                title = "tmp";
            }

            // Check if the given title is already free
            var sTitle = new SpriteTitle(title);

            if (GetData(category, sTitle) == null)
            {
                return(sTitle);
            }

            // Find next free number for the title suffix
            var         copyNum = 1;
            SpriteTitle sNewTitle;

            do
            {
                copyNum++;
                sNewTitle = new SpriteTitle(title + " (" + copyNum + ")");
            }while (GetData(category, sNewTitle) != null);

            return(sNewTitle);
        }
Esempio n. 2
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        /// <summary>
        /// Gets the <see cref="GrhData"/> by the given categorization information.
        /// </summary>
        /// <param name="category">Category of the <see cref="GrhData"/>.</param>
        /// <param name="title">Title of the <see cref="GrhData"/>.</param>
        /// <returns><see cref="GrhData"/> matching the given information if found, or null if no matches.</returns>
        public static GrhData GetData(SpriteCategory category, SpriteTitle title)
        {
            // Get the dictionary for the category
            var titleDic = GetDatas(category);

            // If we failed to get it, return null
            if (titleDic == null)
            {
                return(null);
            }

            // Try and get the GrhData for the given title, returning the GrhData
            // if it exists, or null if it does not exist in the dictionary
            GrhData ret;

            if (titleDic.TryGetValue(title, out ret))
            {
                return(ret);
            }
            else
            {
                return(null);
            }
        }
Esempio n. 3
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 /// <summary>
 /// Gets a unique title for a <see cref="GrhData"/> in the given category.
 /// </summary>
 /// <param name="category">The category.</param>
 /// <param name="title">The string to base the new title off of.</param>
 /// <returns>A unique title for the given <paramref name="category"/>.</returns>
 public static SpriteTitle GetUniqueTitle(SpriteCategory category, SpriteTitle title)
 {
     return(GetUniqueTitle(category, title.ToString()));
 }
Esempio n. 4
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 /// <summary>
 /// Gets the <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>.
 /// </summary>
 /// <param name="spriteTitle">The title of the <see cref="ISprite"/> to get.</param>
 /// <returns>The <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>,
 /// or null if no <see cref="ISprite"/> could be created with the given categorization information.</returns>
 public ISprite GetSprite(SpriteTitle spriteTitle)
 {
     return GetSprite(null, spriteTitle);
 }
Esempio n. 5
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        /// <summary>
        /// Gets the <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>.
        /// </summary>
        /// <param name="subCategory">The sprite sub-category under the skin.</param>
        /// <param name="spriteTitle">The title of the <see cref="ISprite"/> to get.</param>
        /// <returns>The <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>,
        /// or null if no <see cref="ISprite"/> could be created with the given categorization information.</returns>
        public ISprite GetSprite(SpriteCategory subCategory, SpriteTitle spriteTitle)
        {
            var key = string.Empty;
            if (subCategory != null && subCategory.ToString().Length > 0)
                key += subCategory;

            if (spriteTitle != null)
                key += "." + spriteTitle;

            // Check for the sprite in the cache
            ISprite sprite;
            if (_spriteCache.TryGetValue(key, out sprite))
                return sprite;

            // Check for the sprite in the current skin
            var fullSC = GetSpriteCategory(CurrentSkin, subCategory);
            var grhData = GrhInfo.GetData(fullSC, spriteTitle);

            // The sprite was not found in the current category, so check the default category only if the current category
            // is not the default category
            if (grhData == null && !IsCurrentSkinDefault)
            {
                fullSC = GetSpriteCategory(DefaultSkin, subCategory);
                grhData = GrhInfo.GetData(fullSC, spriteTitle);
            }

            // If the grhData is not null, create the sprite, otherwise have the sprite be null
            if (grhData == null)
                sprite = null;
            else
                sprite = new Grh(grhData);

            // Add the sprite to the cache, even if it is null
            try
            {
                if (sprite != null)
                    _spriteCache.Add(key, sprite);
            }
            catch (ArgumentException ex)
            {
                const string errmsg =
                    "Key `{0}` already exists. Multi-threading conflict? This should never happen, but its likely not critical. Exception: {1}";
                if (log.IsWarnEnabled)
                    log.WarnFormat(errmsg, key, ex);
                Debug.Fail(string.Format(errmsg, key, ex));
            }

            // Return the sprite
            return sprite;
        }
Esempio n. 6
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 /// <summary>
 /// Gets the <see cref="ISprite"/> for the <see cref="Control"/> with the given <paramref name="spriteTitle"/>.
 /// </summary>
 /// <param name="controlName">The name of the <see cref="Control"/>.</param>
 /// <param name="spriteTitle">The <see cref="SpriteTitle"/> of the <see cref="ISprite"/> to load.</param>
 /// <returns>The <see cref="ISprite"/> for the <see cref="Control"/> with the given
 /// <paramref name="spriteTitle"/>, or null if no <see cref="ISprite"/> could be created with the
 /// given categorization information.</returns>
 public ISprite GetControlSprite(string controlName, SpriteTitle spriteTitle)
 {
     return GetSprite(GetControlSpriteSubCategory(controlName), spriteTitle);
 }
Esempio n. 7
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        /// <summary>
        /// Gets the <see cref="ISprite"/> for the <see cref="Control"/> with the given <paramref name="spriteTitle"/>.
        /// </summary>
        /// <param name="controlName">The name of the <see cref="Control"/>.</param>
        /// <param name="subCategory">The sprite sub-category under the <paramref name="controlName"/>.</param>
        /// <param name="spriteTitle">The <see cref="SpriteTitle"/> of the <see cref="ISprite"/> to load.</param>
        /// <returns>The <see cref="ISprite"/> for the <see cref="Control"/> with the given
        /// <paramref name="spriteTitle"/>.</returns>
        public ISprite GetControlSprite(string controlName, SpriteCategory subCategory, SpriteTitle spriteTitle)
        {
            var completeSubCategory = GetControlSpriteSubCategory(controlName);
            if (subCategory != null && subCategory.ToString().Length > 0)
                completeSubCategory += SpriteCategorization.Delimiter + subCategory;

            return GetSprite(completeSubCategory, spriteTitle);
        }
Esempio n. 8
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 public static void Write(this IValueWriter writer, string name, SpriteTitle value)
 {
     writer.Write(name, value.ToString());
 }
Esempio n. 9
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        /// <summary>
        /// Gets the <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>.
        /// </summary>
        /// <param name="subCategory">The sprite sub-category under the skin.</param>
        /// <param name="spriteTitle">The title of the <see cref="ISprite"/> to get.</param>
        /// <returns>The <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>,
        /// or null if no <see cref="ISprite"/> could be created with the given categorization information.</returns>
        public ISprite GetSprite(SpriteCategory subCategory, SpriteTitle spriteTitle)
        {
            var key = string.Empty;

            if (subCategory != null && subCategory.ToString().Length > 0)
            {
                key += subCategory;
            }

            if (spriteTitle != null)
            {
                key += "." + spriteTitle;
            }

            // Check for the sprite in the cache
            ISprite sprite;

            if (_spriteCache.TryGetValue(key, out sprite))
            {
                return(sprite);
            }

            // Check for the sprite in the current skin
            var fullSC  = GetSpriteCategory(CurrentSkin, subCategory);
            var grhData = GrhInfo.GetData(fullSC, spriteTitle);

            // The sprite was not found in the current category, so check the default category only if the current category
            // is not the default category
            if (grhData == null && !IsCurrentSkinDefault)
            {
                fullSC  = GetSpriteCategory(DefaultSkin, subCategory);
                grhData = GrhInfo.GetData(fullSC, spriteTitle);
            }

            // If the grhData is not null, create the sprite, otherwise have the sprite be null
            if (grhData == null)
            {
                sprite = null;
            }
            else
            {
                sprite = new Grh(grhData);
            }

            // Add the sprite to the cache, even if it is null
            try
            {
                if (sprite != null)
                {
                    _spriteCache.Add(key, sprite);
                }
            }
            catch (ArgumentException ex)
            {
                const string errmsg =
                    "Key `{0}` already exists. Multi-threading conflict? This should never happen, but its likely not critical. Exception: {1}";
                if (log.IsWarnEnabled)
                {
                    log.WarnFormat(errmsg, key, ex);
                }
                Debug.Fail(string.Format(errmsg, key, ex));
            }

            // Return the sprite
            return(sprite);
        }
Esempio n. 10
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 /// <summary>
 /// Gets the <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>.
 /// </summary>
 /// <param name="spriteTitle">The title of the <see cref="ISprite"/> to get.</param>
 /// <returns>The <see cref="ISprite"/> for the skin with the given <see cref="SpriteTitle"/>,
 /// or null if no <see cref="ISprite"/> could be created with the given categorization information.</returns>
 public ISprite GetSprite(SpriteTitle spriteTitle)
 {
     return(GetSprite(null, spriteTitle));
 }
Esempio n. 11
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        /// <summary>
        /// Gets the <see cref="ISprite"/> for the <see cref="Control"/> with the given <paramref name="spriteTitle"/>.
        /// </summary>
        /// <param name="controlName">The name of the <see cref="Control"/>.</param>
        /// <param name="subCategory">The sprite sub-category under the <paramref name="controlName"/>.</param>
        /// <param name="spriteTitle">The <see cref="SpriteTitle"/> of the <see cref="ISprite"/> to load.</param>
        /// <returns>The <see cref="ISprite"/> for the <see cref="Control"/> with the given
        /// <paramref name="spriteTitle"/>.</returns>
        public ISprite GetControlSprite(string controlName, SpriteCategory subCategory, SpriteTitle spriteTitle)
        {
            var completeSubCategory = GetControlSpriteSubCategory(controlName);

            if (subCategory != null && subCategory.ToString().Length > 0)
            {
                completeSubCategory += SpriteCategorization.Delimiter + subCategory;
            }

            return(GetSprite(completeSubCategory, spriteTitle));
        }
Esempio n. 12
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 /// <summary>
 /// Gets the <see cref="ISprite"/> for the <see cref="Control"/> with the given <paramref name="spriteTitle"/>.
 /// </summary>
 /// <param name="controlName">The name of the <see cref="Control"/>.</param>
 /// <param name="spriteTitle">The <see cref="SpriteTitle"/> of the <see cref="ISprite"/> to load.</param>
 /// <returns>The <see cref="ISprite"/> for the <see cref="Control"/> with the given
 /// <paramref name="spriteTitle"/>, or null if no <see cref="ISprite"/> could be created with the
 /// given categorization information.</returns>
 public ISprite GetControlSprite(string controlName, SpriteTitle spriteTitle)
 {
     return(GetSprite(GetControlSpriteSubCategory(controlName), spriteTitle));
 }