コード例 #1
0
ファイル: Graphics.cs プロジェクト: Lars-Schneider/TSA-Game
    // ======================================================================================
    // Texture drawing
    // ======================================================================================

    private static void DrawTextureSetup(IntPtr textureHandle, Color?color, TextureBlendMode blendMode, TextureScaleMode scaleMode)
    {
        Color finalColor = color ?? Color.White;

        SDL.SDL_SetTextureColorMod(textureHandle, finalColor.R, finalColor.G, finalColor.B);
        SDL.SDL_SetTextureAlphaMod(textureHandle, finalColor.A);
        SDL.SDL_SetTextureBlendMode(textureHandle, (SDL.SDL_BlendMode)blendMode);
        SDL.SDL_SetTextureScaleMode(textureHandle, (SDL.SDL_ScaleMode)scaleMode);
    }
コード例 #2
0
ファイル: Graphics.cs プロジェクト: Lars-Schneider/TSA-Game
    /// <summary>
    /// Draws a texture.
    /// </summary>
    /// <param name="texture">The texture to draw.</param>
    /// <param name="position">The position where the texture will be drawn.</param>
    /// <param name="color">The color to multiply with the colors of the texture. If unspecified the colors of the texture will be unchanged.</param>
    /// <param name="size">The destination size of the texture. If unspecified the original texture size will be used.</param>
    /// <param name="rotation">The amount the texture will be rotated clockwise (in degrees). If unspecified the texture will not be rotated.</param>
    /// <param name="pivot">The offset from position to the pivot that the texture will be rotated about. If unspecified the center of the destination bounds will be used.</param>
    /// <param name="mirror">The mirroring to apply to the texture. If unspecified the texture will not be mirrored.</param>
    /// <param name="source">The source bounds of the texture to draw. If unspecified the entire texture will be drawn.</param>
    /// <param name="blendMode">The blend mode to use when drawing the texture. If unspecified the texture will be drawn using the standard alpha-based blend mode.</param>
    /// <param name="scaleMode">The scale mode to use when drawing the texture. If unspecified the texture will be linearly interpolated.</param>
    public static void DrawTexture(Texture texture, Vector2 position, Color?color = null, Vector2?size = null, float rotation = 0, Vector2?pivot = null, TextureMirror mirror = TextureMirror.None, Bounds2?source = null, TextureBlendMode blendMode = TextureBlendMode.Normal, TextureScaleMode scaleMode = TextureScaleMode.Linear)
    {
        DrawTextureSetup(texture.Handle, color, blendMode, scaleMode);

        SDL.SDL_Rect src;
        SDL.SDL_Rect dest;
        if (source.HasValue)
        {
            // Use the specified source coordinates:
            src.x  = (int)source.Value.Position.X;
            src.y  = (int)source.Value.Position.Y;
            src.w  = (int)source.Value.Size.X;
            src.h  = (int)source.Value.Size.Y;
            dest.x = (int)position.X;
            dest.y = (int)position.Y;
            dest.w = src.w;
            dest.h = src.h;
        }
        else
        {
            // Use the full texture as the source:
            src.x  = 0;
            src.y  = 0;
            src.w  = texture.Width;
            src.h  = texture.Height;
            dest.x = (int)position.X;
            dest.y = (int)position.Y;
            dest.w = texture.Width;
            dest.h = texture.Height;
        }

        // Apply the size override, if specified:
        if (size.HasValue)
        {
            dest.w = (int)size.Value.X;
            dest.h = (int)size.Value.Y;
        }

        // Apply the pivot override, if specified:
        SDL.SDL_Point center;
        if (pivot.HasValue)
        {
            center.x = (int)pivot.Value.X;
            center.y = (int)pivot.Value.Y;
        }
        else
        {
            center.x = dest.w / 2;
            center.y = dest.h / 2;
        }

        SDL.SDL_RenderCopyEx(Renderer, texture.Handle, ref src, ref dest, rotation, ref center, (SDL.SDL_RendererFlip)mirror);
    }
コード例 #3
0
ファイル: Graphics.cs プロジェクト: Lars-Schneider/TSA-Game
    /// <summary>
    /// Draws a resizable texture.
    /// See the documentation for an explanation of how resizable textures work.
    /// </summary>
    /// <param name="texture">The resizable texture to draw.</param>
    /// <param name="bounds">The bounds that the texture should be resized to.</param>
    /// <param name="color">The color to multiply with the colors of the texture. If unspecified the colors of the texture will be unchanged.</param>
    /// <param name="blendMode">The blend mode to use when drawing the texture. If unspecified the texture will be drawn using the standard alpha-based blend mode.</param>
    /// <param name="scaleMode">The scale mode to use when drawing the texture. If unspecified the texture will be linearly interpolated.</param>
    public static void DrawResizableTexture(ResizableTexture texture, Bounds2 bounds, Color?color = null, TextureBlendMode blendMode = TextureBlendMode.Normal, TextureScaleMode scaleMode = TextureScaleMode.Linear)
    {
        DrawTextureSetup(texture.Handle, color, blendMode, scaleMode);

        /*
         *   0    bxmin     bxmax    txmax
         *   v    v             v    v
         *   +----|-------------|----+ < tymax
         *   | 1  |      5      | 2  |
         *   -----+-------------+----- < bymax
         *   |    |             |    |
         *   |    |             |    |
         *   | 6  |      9      | 7  |
         *   |    |             |    |
         *   |    |             |    |
         *   -----+-------------+----- < bymin
         *   | 3  |      8      | 4  |
         *   +----|-------------|----+ < 0
         */

        int bxmin = texture.LeftOffset;
        int bxmax = texture.RightOffset;
        int bymin = texture.TopOffset;
        int bymax = texture.BottomOffset;
        int txmax = texture.Width;
        int tymax = texture.Height;
        int px    = (int)bounds.Position.X;
        int py    = (int)bounds.Position.Y;

        // Don't let the overall size be so small that segment 9 has a negative size in either dimension:
        int sx = Math.Max((int)bounds.Size.X, txmax - bxmax + bxmin);
        int sy = Math.Max((int)bounds.Size.Y, tymax - bymax + bymin);

        // Draw each of the nine segments:
        DrawResizableTextureSegment(texture, 0, 0, bxmin, bymin, px, py, bxmin, bymin);
        DrawResizableTextureSegment(texture, bxmax, 0, txmax - bxmax, bymin, px + sx - (txmax - bxmax), py, txmax - bxmax, bymin);
        DrawResizableTextureSegment(texture, 0, bymax, bxmin, tymax - bymax, px, py + sy - (tymax - bymax), bxmin, tymax - bymax);
        DrawResizableTextureSegment(texture, bxmax, bymax, txmax - bxmax, tymax - bymax, px + sx - (txmax - bxmax), py + sy - (tymax - bymax), txmax - bxmax, tymax - bymax);
        DrawResizableTextureSegment(texture, bxmin, 0, bxmax - bxmin, bymin, px + bxmin, py, sx - bxmin - (txmax - bxmax), bymin);
        DrawResizableTextureSegment(texture, 0, bymin, bxmin, bymax - bymin, px, py + bymin, bxmin, sy - bymin - (tymax - bymax));
        DrawResizableTextureSegment(texture, bxmax, bymin, txmax - bxmax, bymax - bymin, px + sx - (txmax - bxmax), py + bymin, txmax - bxmax, sy - bymin - (tymax - bymax));
        DrawResizableTextureSegment(texture, bxmin, bymax, bxmax - bxmin, tymax - bymax, px + bxmin, py + sy - (tymax - bymax), sx - bxmin - (txmax - bxmax), tymax - bymax);
        DrawResizableTextureSegment(texture, bxmin, bymin, bxmax - bxmin, bymax - bymin, px + bxmin, py + bymin, sx - bxmin - (txmax - bxmax), sy - bymin - (tymax - bymax));
    }