Esempio n. 1
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 /// <inheritdoc/>
 public Boolean Equals(SpriteAnimationID other)
 {
     return
         (this.spriteAssetID == other.spriteAssetID &&
          this.animationName == other.animationName &&
          this.animationIndex == other.animationIndex);
 }
Esempio n. 2
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        /// <summary>
        /// Converts the string representation of a sprite animation identifier to an instance of the SpriteAnimationID structure.
        /// </summary>
        /// <param name="manifests">The content manifest registry that contains the currently-loaded content manifests.</param>
        /// <param name="s">A string containing the sprite animation identifier to convert.</param>
        /// <param name="value">An instance of the SpriteAnimationID structure that is equivalent to the specified string.</param>
        /// <returns><see langword="true"/> if the string was successfully parsed; otherwise, <see langword="false"/>.</returns>
        public static Boolean TryParse(ContentManifestRegistry manifests, String s, out SpriteAnimationID value)
        {
            Contract.Require(manifests, nameof(manifests));
            Contract.Require(s, nameof(s));

            return(TryParseInternal(manifests, s, out value));
        }
        /// <summary>
        /// Loads the specified sprite animation.
        /// </summary>
        private static SpriteAnimation LoadInternal(this ContentManager contentManager, SpriteAnimationID id, ScreenDensityBucket density, Boolean cache)
        {
            var sprite = contentManager.Load <Sprite>(SpriteAnimationID.GetSpriteAssetIDRef(ref id), density, cache);

            var name = SpriteAnimationID.GetAnimationNameRef(ref id);

            if (!String.IsNullOrEmpty(name))
            {
                var value = sprite[name];
                if (value == null)
                {
                    throw new ArgumentException(UltravioletStrings.InvalidSpriteAnimationReference.Format(id));
                }

                return(value);
            }

            var index = SpriteAnimationID.GetAnimationIndexRef(ref id);

            if (index < 0 || index >= sprite.AnimationCount)
            {
                throw new ArgumentException(UltravioletStrings.InvalidSpriteAnimationReference.Format(id));
            }

            return(sprite[index]);
        }
        /// <summary>
        /// Loads the specified sprite animation.
        /// </summary>
        /// <remarks>Content managers maintain a cache of references to all loaded assets, so calling <see cref="ContentManager.Load"/> multiple
        /// times on a content manager with the same parameter will return the same object rather than reloading the source file.</remarks>
        /// <param name="contentManager">The <see cref="ContentManager"/> with which to load the animation's associated sprite asset.</param>
        /// <param name="id">The identifier that represents the sprite animation to load.</param>
        /// <param name="density">The screen density for which to load the sprite.</param>
        /// <param name="cache">A value indicating whether to add the sprite asset to the manager's cache.</param>
        /// <returns>The sprite animation that was loaded.</returns>
        public static SpriteAnimation Load(this ContentManager contentManager, SpriteAnimationID id, ScreenDensityBucket density, Boolean cache = true)
        {
            Contract.Require(contentManager, nameof(contentManager));
            Contract.Ensure <ArgumentException>(id.IsValid, nameof(id));
            Contract.EnsureNotDisposed(contentManager, contentManager.Disposed);

            return(LoadInternal(contentManager, id, density, cache));
        }
 /// <summary>
 /// Writes a sprite animation identifier to the stream.
 /// </summary>
 /// <param name="writer">The <see cref="BinaryWriter"/> with which to write the sprite animation identifier.</param>
 /// <param name="id">The <see cref="SpriteAnimationID"/> to write to the stream.</param>
 public static void Write(this BinaryWriter writer, SpriteAnimationID id)
 {
     writer.Write(id.IsValid);
     if (id.IsValid)
     {
         writer.Write(SpriteAnimationID.GetSpriteAssetIDRef(ref id));
         writer.Write(SpriteAnimationID.GetAnimationNameRef(ref id));
         writer.Write(SpriteAnimationID.GetAnimationIndexRef(ref id));
     }
 }
        /// <summary>
        /// Loads the specified sprite animation.
        /// </summary>
        /// <remarks>Content managers maintain a cache of references to all loaded assets, so calling <see cref="ContentManager.Load"/> multiple
        /// times on a content manager with the same parameter will return the same object rather than reloading the source file.</remarks>
        /// <param name="contentManager">The <see cref="ContentManager"/> with which to load the animation's associated sprite asset.</param>
        /// <param name="id">The identifier that represents the sprite animation to load.</param>
        /// <param name="cache">A value indicating whether to add the sprite asset to the manager's cache.</param>
        /// <returns>The sprite animation that was loaded.</returns>
        public static SpriteAnimation Load(this ContentManager contentManager, SpriteAnimationID id, Boolean cache = true)
        {
            Contract.Require(contentManager, nameof(contentManager));
            Contract.Ensure <ArgumentException>(id.IsValid, nameof(id));
            Contract.EnsureNotDisposed(contentManager, contentManager.Disposed);

            var primaryDisplay        = contentManager.Ultraviolet.GetPlatform().Displays.PrimaryDisplay;
            var primaryDisplayDensity = primaryDisplay?.DensityBucket ?? ScreenDensityBucket.Desktop;

            return(LoadInternal(contentManager, id, primaryDisplayDensity, cache));
        }
Esempio n. 7
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        /// <summary>
        /// Converts the string representation of a <see cref="SpriteAnimationID"/> to an object instance.
        /// A return value indicates whether the conversion succeeded.
        /// </summary>
        /// <param name="s">The string to convert.</param>
        /// <param name="style">A set of <see cref="NumberStyles"/> values indicating which elements are present in <paramref name="s"/>.</param>
        /// <param name="provider">A format provider that provides culture-specific formatting information.</param>
        /// <param name="v">The converted value.</param>
        /// <returns><see langword="true"/> if the conversion succeeded; otherwise, <see langword="false"/>.</returns>
        public static Boolean TryParse(String s, NumberStyles style, IFormatProvider provider, out SpriteAnimationID v)
        {
            Contract.Require(s, nameof(s));

            var uv = UltravioletContext.DemandCurrent();

            return(TryParseInternal(uv.GetContent().Manifests, s, out v));
        }
Esempio n. 8
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 /// <summary>
 /// Converts the string representation of a <see cref="SpriteAnimationID"/> to an object instance.
 /// A return value indicates whether the conversion succeeded.
 /// </summary>
 /// <param name="s">The string to convert.</param>
 /// <param name="v">The converted value.</param>
 /// <returns><see langword="true"/> if the conversion succeeded; otherwise, <see langword="false"/>.</returns>
 public static Boolean TryParse(String s, out SpriteAnimationID v)
 {
     return(TryParse(s, NumberStyles.Integer, NumberFormatInfo.CurrentInfo, out v));
 }
Esempio n. 9
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        /// <summary>
        /// Converts the string representation of an asset identifier to an instance of the SpriteAnimationID structure.
        /// </summary>
        /// <param name="manifests">The content manifest registry that contains the currently-loaded content manifests.</param>
        /// <param name="s">A string containing the asset identifier to convert.</param>
        /// <param name="value">An instance of the SpriteAnimationID structure that is equivalent to the specified string.</param>
        /// <returns><see langword="true"/> if the string was successfully parsed; otherwise, <see langword="false"/>.</returns>
        private static Boolean TryParseInternal(ContentManifestRegistry manifests, String s, out SpriteAnimationID value)
        {
            value = default(SpriteAnimationID);

            var delimiterIndex = s.LastIndexOf(':');

            if (delimiterIndex < 0)
            {
                return(false);
            }

            var assetID = AssetID.Invalid;

            if (!AssetID.TryParse(manifests, s.Substring(0, delimiterIndex), out assetID))
            {
                return(false);
            }

            var animation = s.Substring(delimiterIndex + 1);

            if (String.IsNullOrEmpty(animation))
            {
                return(false);
            }

            var animationIndex        = 0;
            var animationIndexIsValid = Int32.TryParse(animation, out animationIndex);

            value = animationIndexIsValid ?
                    new SpriteAnimationID(assetID, animationIndex) :
                    new SpriteAnimationID(assetID, animation);

            return(true);
        }