public static Image Add(Image.Name ImageName, Texture.Name TextureName, float x, float y, float width, float height) { ImageMan pMan = ImageMan.PrivGetInstance(); Debug.Assert(pMan != null); Image pNode = (Image)pMan.BaseAdd(); Debug.Assert(pNode != null); // Initialize the data Texture pTexture = TextureMan.Find(TextureName); //Debug.Assert(pTexture != null); if (pTexture == null) { pTexture = TextureMan.Find(Texture.Name.Default); Debug.Assert(pTexture != null); x = 0; y = 0; width = 128; height = 128; } pNode.Set(ImageName, pTexture, x, y, width, height); return(pNode); }
public static Image Add(Image.Name ImageName, Texture.Name TextureName, float x, float y, float width, float height) { ImageMan pIMan = ImageMan.PrivGetInstance(); Debug.Assert(pIMan != null); Image pINode = (Image)pIMan.BaseAdd(); Debug.Assert(pINode != null); // I really liked the default image and texture use Texture pTexture = TextureMan.Find(TextureName); if (pTexture == null) { pTexture = TextureMan.Find(Texture.Name.Default); Debug.Assert(pTexture != null); x = 0; y = 0; width = 128; height = 128; } pINode.Set(ImageName, pTexture, x, y, width, height); return(pINode); }