/// <summary> /// Splits a texture into an array of smaller textures of the specified size. /// </summary> /// <param name="original">The texture to be split into smaller textures</param> /// <param name="partXYplusWidthHeight"> /// We must specify here an array with size of 'parts' for the first dimension, /// for each part, in the second dimension, we specify: /// starting x and y, plus width and height for that specified part (4 as size in second dimension). /// </param> internal static UOTexture[] SplitTexture16(UOTexture original, int[,] partXYplusWidthHeight) { if (partXYplusWidthHeight.GetLength(0) == 0 || partXYplusWidthHeight.GetLength(1) < 4) { return(null); } UOTexture[] r = new UOTexture[partXYplusWidthHeight.GetLength(0)]; int pwidth = original.Width; //((original.Width + 1) >> 1) << 1; int pheight = original.Height; //((original.Height + 1) >> 1) << 1; uint[] originalData = original.Data; int index = 0; for (int p = 0; p < partXYplusWidthHeight.GetLength(0); p++) { int x = partXYplusWidthHeight[p, 0], y = partXYplusWidthHeight[p, 1], width = partXYplusWidthHeight[p, 2], height = partXYplusWidthHeight[p, 3]; UOTexture part = new UOTexture(width, height); uint[] partData = new uint[width * height]; for (int py = 0; py < height; py++) { for (int px = 0; px < width; px++) { int partIndex = px + py * width; //If a part goes outside of the source texture, then fill the overlapping part with transparent if (y + py >= pheight || x + px >= pwidth) { partData[partIndex] = 0; } else { partData[partIndex] = originalData[x + px + (y + py) * pwidth]; } } } part.PushData(partData); r[index++] = part; } return(r); }
private void CreateMiniMapTexture(bool force = false) { if (_gumpTexture == null || _gumpTexture.IsDisposed) { return; } ushort lastX = World.Player.X; ushort lastY = World.Player.Y; if (_x != lastX || _y != lastY) { _x = lastX; _y = lastY; } else if (!force) { return; } if (_mapTexture != null && !_mapTexture.IsDisposed) { _mapTexture.Dispose(); } int blockOffsetX = Width >> 2; int blockOffsetY = Height >> 2; int gumpCenterX = Width >> 1; //int gumpCenterY = Height >> 1; //0xFF080808 - pixel32 //0x8421 - pixel16 int minBlockX = ((lastX - blockOffsetX) >> 3) - 1; int minBlockY = ((lastY - blockOffsetY) >> 3) - 1; int maxBlockX = ((lastX + blockOffsetX) >> 3) + 1; int maxBlockY = ((lastY + blockOffsetY) >> 3) + 1; if (minBlockX < 0) { minBlockX = 0; } if (minBlockY < 0) { minBlockY = 0; } int maxBlockIndex = World.Map.BlocksCount; int mapBlockHeight = MapLoader.Instance.MapBlocksSize[World.MapIndex, 1]; uint[] data = GumpsLoader.Instance.GetGumpPixels(_useLargeMap ? (uint)5011 : 5010, out _, out _); Point[] table = new Point[2] { new Point(0, 0), new Point(0, 1) }; for (int i = minBlockX; i <= maxBlockX; i++) { int blockIndexOffset = i * mapBlockHeight; for (int j = minBlockY; j <= maxBlockY; j++) { int blockIndex = blockIndexOffset + j; if (blockIndex >= maxBlockIndex) { break; } RadarMapBlock?mbbv = MapLoader.Instance.GetRadarMapBlock(World.MapIndex, i, j); if (!mbbv.HasValue) { break; } RadarMapBlock mb = mbbv.Value; Chunk block = World.Map.Chunks[blockIndex]; int realBlockX = i << 3; int realBlockY = j << 3; for (int x = 0; x < 8; x++) { int px = realBlockX + x - lastX + gumpCenterX; for (int y = 0; y < 8; y++) { int py = realBlockY + y - lastY; int gx = px - py; int gy = px + py; int color = mb.Cells[x, y].Graphic; bool island = mb.Cells[x, y].IsLand; if (block != null) { GameObject obj = block.Tiles[x, y]; while (obj?.TNext != null) { obj = obj.TNext; } for (; obj != null; obj = obj.TPrevious) { if (obj is Multi) { if (obj.Hue == 0) { color = obj.Graphic; island = false; } else { color = obj.Hue + 0x4000; } break; } } } if (!island) { color += 0x4000; } int tableSize = 2; if (island && color > 0x4000) { color = HuesLoader.Instance.GetColor16 ( 16384, (ushort)(color - 0x4000) ); //28672 is an arbitrary position in hues.mul, is the 14 position in the range } else { color = HuesLoader.Instance.GetRadarColorData(color); } CreatePixels(data, 0x8000 | color, gx, gy, Width, Height, table, tableSize); } } } } _mapTexture = new UOTexture(Width, Height); _mapTexture.PushData(data); }