예제 #1
0
        public override void Subscribed()
        {
            var sm          = Resolve <ISpriteManager>();
            var underlayKey = new SpriteKey(_tileset, DrawLayer.Underlay, 0);
            var overlayKey  = new SpriteKey(_tileset, DrawLayer.Overlay3, 0);

            _underlay = sm.Borrow(underlayKey, _mapData.Width * _mapData.Height, this);
            _overlay  = sm.Borrow(overlayKey, _mapData.Width * _mapData.Height, this);

            Raise(new LoadPaletteEvent(Palette));
            Update(true);
        }
예제 #2
0
        protected override void Subscribed()
        {
            if (_sprite == null)
            {
                var assets  = Resolve <IAssetManager>();
                var texture = assets.LoadTexture(_id);
                var key     = new SpriteKey(texture, DrawLayer.Interface, SpriteKeyFlags.NoTransform | SpriteKeyFlags.NoDepthTest);
                _sprite = Resolve <ISpriteManager>().Borrow(key, 1, this);
            }

            Rebuild();
        }
예제 #3
0
        void UpdateSprite(Vector3 position, Vector2 size, DrawLayer layer)
        {
            if (layer != _sprite?.Key.RenderOrder)
            {
                _sprite?.Dispose();

                var sm  = Resolve <ISpriteManager>();
                var key = new SpriteKey(CommonColors.BorderTexture, layer, SpriteKeyFlags.NoTransform | SpriteKeyFlags.NoDepthTest);
                _sprite = sm.Borrow(key, 1, this);
            }
            else if (_lastPosition == position && _lastSize == size)
            {
                return;
            }

            var instances = _sprite.Access();

            instances[0]  = SpriteInstanceData.TopLeft(position, size, _sprite, (int)CommonColors.Palette[_color], 0);
            _lastPosition = position;
            _lastSize     = size;
        }
예제 #4
0
        void RenderHotspot(ISpriteManager sm, IWindowManager window, bool showHotspot)
        {
            if (!showHotspot)
            {
                _hotspotSprite?.Dispose();
                _hotspotSprite = null;
                return;
            }

            var commonColors = Resolve <ICommonColors>();

            if (_hotspotSprite == null)
            {
                var key = new SpriteKey(commonColors.BorderTexture, DrawLayer.MaxLayer, SpriteKeyFlags.NoTransform | SpriteKeyFlags.NoDepthTest);
                _hotspotSprite = sm.Borrow(key, 1, this);
            }

            var instances = _hotspotSprite.Access();
            var position  = new Vector3(window.PixelToNorm(Position), 0.0f);
            var size      = window.UiToNormRelative(Vector2.One);

            instances[0] = SpriteInstanceData.TopLeft(position, size, _hotspotSprite, (int)commonColors.Palette[CommonColor.Yellow3], 0);
        }
예제 #5
0
        void RenderCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 position)
        {
            if (!_showCursor)
            {
                _cursorSprite?.Dispose();
                _itemSprite?.Dispose();
                _cursorSprite = null;
                _itemSprite   = null;
                return;
            }

            var cursorTexture = assets.LoadTexture(_cursorId);

            if (cursorTexture == null)
            {
                return;
            }

            if (cursorTexture != _cursorSprite?.Key.Texture)
            {
                _cursorSprite?.Dispose();
                var key = new SpriteKey(cursorTexture, SpriteSampler.Point, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform);
                _cursorSprite = sm.Borrow(key, 1, this);
            }

            var size = window.UiToNormRelative(new Vector2(cursorTexture.Width, cursorTexture.Height));

            bool lockWasTaken = false;
            var  instances    = _cursorSprite.Lock(ref lockWasTaken);

            try
            {
                instances[0] = new SpriteInstanceData(position, size, _cursorSprite.Key.Texture.Regions[0], SpriteFlags.TopMid);
            }
            finally { _cursorSprite.Unlock(lockWasTaken); }
        }
예제 #6
0
 public PositionedSpriteBatch(SpriteLease lease, Vector2 size)
 {
     _sprite = lease ?? throw new ArgumentNullException(nameof(lease));
     Size    = size;
 }
예제 #7
0
 protected override void Unsubscribed()
 {
     _sprite?.Dispose();
     _sprite = null;
 }
예제 #8
0
        void RenderItemInHandCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 normPosition)
        {
            var held           = Resolve <IInventoryManager>().ItemInHand;
            var itemAmountText = GetAmountText();

            if (_lastItemAmountText != itemAmountText)
            {
                var tm = Resolve <ITextManager>();
                _lastItemAmountText = itemAmountText;
                _itemAmountSprite?.Dispose();
                _itemAmountSprite = itemAmountText == null
                    ? null
                    : tm.BuildRenderable(new TextBlock(itemAmountText), DrawLayer.MaxLayer, null, this);
            }

            if (_cursorId != CoreSpriteId.CursorSmall) // Inventory screen, check what's being held.
            {
                _itemSprite?.Dispose(); _itemSprite             = null;
                _itemAmountSprite?.Dispose(); _itemAmountSprite = null;
                return;
            }

            int      subItem = 0;
            ITexture texture = null;

            switch (held.Item)
            {
            case Gold _: texture = assets.LoadTexture(CoreSpriteId.UiGold); break;

            case Rations _: texture = assets.LoadTexture(CoreSpriteId.UiFood); break;

            case ItemData item:
            {
                ItemSpriteId spriteId = (ItemSpriteId)((int)item.Icon + _frame % item.IconAnim);
                texture = assets.LoadTexture(spriteId);
                subItem = (int)spriteId;
                break;
            }
            }

            if (texture == null)
            {
                _itemSprite?.Dispose();
                _itemSprite = null;
                return;
            }

            if (texture != _itemSprite?.Key.Texture)
            {
                _itemSprite?.Dispose();

                var key = new SpriteKey(texture, DrawLayer.Cursor,
                                        SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform);

                _itemSprite = sm.Borrow(key, 1, this);
            }

            var subImage = texture.GetSubImageDetails(subItem);

            // TODO: Quantity text
            var instances = _itemSprite.Access();

            instances[0] = SpriteInstanceData.TopMid(
                normPosition + new Vector3(window.UiToNormRelative(6, 6), 0),
                window.UiToNormRelative(subImage.Size),
                subImage, 0);

            if (_itemAmountSprite != null)
            {
                _itemAmountSprite.Position = normPosition + new Vector3(window.UiToNormRelative(6, 18), 0);
            }
        }
예제 #9
0
        void Render()
        {
            if (!_dirty)
            {
                return;
            }
            _dirty = false;

            var assets = Resolve <IAssetManager>();
            var sm     = Resolve <ISpriteManager>();
            var window = Resolve <IWindowManager>();

            if (window.Size.X < 1 || window.Size.Y < 1)
            {
                return;
            }

            var cursorTexture = assets.LoadTexture(_cursorId);

            if (cursorTexture == null)
            {
                return;
            }

            if (cursorTexture != _cursorSprite?.Key.Texture)
            {
                _cursorSprite?.Dispose();

                var key = new SpriteKey(cursorTexture, DrawLayer.MaxLayer,
                                        SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform);

                _cursorSprite = sm.Borrow(key, 1, this);
            }

            var instances = _cursorSprite.Access();
            var position  = new Vector3(window.PixelToNorm(_position), 0.0f);
            var size      = window.UiToNormRelative(_size) / 2;

            instances[0] = SpriteInstanceData.TopMid(position, size, _cursorSprite, 0, 0);

            if (_cursorId == CoreSpriteId.CursorSmall) // Inventory screen, check what's being held.
            {
                var held = Resolve <IInventoryScreenState>().ItemInHand;

                int      subItem = 0;
                ITexture texture = null;

                if (held is GoldInHand)
                {
                    texture = assets.LoadTexture(CoreSpriteId.UiGold);
                }
                else if (held is RationsInHand)
                {
                    texture = assets.LoadTexture(CoreSpriteId.UiFood);
                }
                else if (held is ItemSlot itemInHand)
                {
                    var          item     = assets.LoadItem(itemInHand.Id);
                    ItemSpriteId spriteId = item.Icon + _frame % item.IconAnim;
                    texture = assets.LoadTexture(spriteId);
                    subItem = (int)spriteId;
                }

                if (texture == null)
                {
                    _itemSprite?.Dispose();
                    _itemSprite = null;
                    return;
                }

                if (texture != _itemSprite?.Key.Texture)
                {
                    _itemSprite?.Dispose();

                    var key = new SpriteKey(texture, DrawLayer.MaxLayer,
                                            SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform);

                    _itemSprite = sm.Borrow(key, 1, this);
                }

                texture.GetSubImageDetails(subItem, out size, out var to, out var ts, out var tl);

                // TODO: Quantity text
                instances    = _itemSprite.Access();
                instances[0] = SpriteInstanceData.TopMid(
                    position + new Vector3(window.UiToNormRelative(new Vector2(6, 6)), 0),
                    window.UiToNormRelative(size),
                    to, ts, tl, 0);
            }
            else
            {
                _itemSprite?.Dispose();
                _itemSprite = null;
            }
        }
예제 #10
0
        void RenderItemInHandCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 normPosition)
        {
            var held           = Resolve <IInventoryManager>().ItemInHand;
            var itemAmountText = GetAmountText();

            if (_lastItemAmountText != itemAmountText)
            {
                var tm = Resolve <ITextManager>();
                _lastItemAmountText = itemAmountText;
                _itemAmountSprite?.Dispose();
                _itemAmountSprite = itemAmountText == null
                    ? null
                    : tm.BuildRenderable(new TextBlock(itemAmountText), DrawLayer.MaxLayer, null, this);
            }

            if (_cursorId != Base.CoreSprite.CursorSmall) // Inventory screen, check what's being held.
            {
                _itemSprite?.Dispose(); _itemSprite             = null;
                _itemAmountSprite?.Dispose(); _itemAmountSprite = null;
                return;
            }

            int      subItem = 0;
            ITexture texture = null;

            switch (held.Item)
            {
            case Gold: texture = assets.LoadTexture(Base.CoreSprite.UiGold); break;

            case Rations: texture = assets.LoadTexture(Base.CoreSprite.UiFood); break;

            case ItemData item:
            {
                texture = assets.LoadTexture(item.Icon);
                subItem = item.IconSubId + _frame % item.IconAnim;
                break;
            }
            }

            if (texture == null)
            {
                _itemSprite?.Dispose();
                _itemSprite = null;
                return;
            }

            if (texture != _itemSprite?.Key.Texture)
            {
                _itemSprite?.Dispose();

                var key = new SpriteKey(texture, SpriteSampler.Point, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform);
                _itemSprite = sm.Borrow(key, 1, this);
            }

            var subImage = texture.Regions[subItem];

            bool lockWasTaken = false;
            var  instances    = _itemSprite.Lock(ref lockWasTaken);

            try
            {
                // TODO: Quantity text
                instances[0] = new SpriteInstanceData(
                    normPosition + new Vector3(window.UiToNormRelative(6, 6), 0),
                    window.UiToNormRelative(subImage.Size),
                    subImage, SpriteFlags.TopMid);
            }
            finally { _itemSprite.Unlock(lockWasTaken); }

            if (_itemAmountSprite != null)
            {
                _itemAmountSprite.Position = normPosition + new Vector3(window.UiToNormRelative(6, 18), 0);
            }
        }