void TextureChanged(object sender, TextureEventArgs e) { if (Utils.CaselessEq(e.Name, "particles.png")) { game.LoadTexture(ref ParticlesTexId, e.Name, e.Data); } }
void TextureChangedCore(object sender, TextureEventArgs e) { byte[] data = e.Data; if (e.Name == "terrain.png") { MemoryStream stream = new MemoryStream(data); Bitmap atlas = Platform.ReadBmp(stream); if (ChangeTerrainAtlas(atlas, null)) { return; } atlas.Dispose(); } else if (e.Name == "cloud.png" || e.Name == "clouds.png") { UpdateTexture(ref CloudsTex, e.Name, data, false); } else if (e.Name == "default.png") { MemoryStream stream = new MemoryStream(data); Bitmap bmp = Platform.ReadBmp(stream); if (!Platform.Is32Bpp(bmp)) { Drawer2D.ConvertTo32Bpp(ref bmp); } Drawer2D.SetFontBitmap(bmp); Events.RaiseChatFontChanged(); } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "cloud.png" || e.Name == "clouds.png") { game.UpdateTexture(ref cloudsTex, e.Name, e.Data, false); } }
private void TextureChanged(object sender, TextureEventArgs textureDataEventArgs) { if (!_identifierToTextureHandleDictionary.TryGetValue(textureDataEventArgs.Texture.SessionUniqueIdentifier, out ITextureHandle toBeUpdatedTextureHandle)) { throw new KeyNotFoundException("Texture is not registered."); } ITextureBase texture = textureDataEventArgs.Texture; switch (textureDataEventArgs.ChangedEnum) { case TextureChangedEnum.Disposed: // Add the TextureHandle to the toBeDeleted Stack... _toBeDeletedTextureHandles.Push(toBeUpdatedTextureHandle); // remove the TextureHandle from the dictionary, the TextureHandle data now only resides inside the gpu and will be cleaned up on bottom of Render(Mesh mesh) _identifierToTextureHandleDictionary.Remove(texture.SessionUniqueIdentifier); // add the identifier to the reusable identifiers stack //_reusableIdentifiers.Push(textureDataEventArgs.Texture.Identifier); break; case TextureChangedEnum.RegionChanged: //TODO: An IWritableTexture has no implementation of UpdateTextureRegion (yet) if (texture is ITexture iTexture) { _renderContextImp.UpdateTextureRegion(toBeUpdatedTextureHandle, iTexture, textureDataEventArgs.XStart, textureDataEventArgs.YStart, textureDataEventArgs.Width, textureDataEventArgs.Height); } break; } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "particles.png") { game.UpdateTexture(ref ParticlesTexId, e.Name, e.Data, false); } }
void TextureChanged(object sender, TextureEventArgs e) { if (Utils.CaselessEq(e.Name, "clouds.png")) { game.LoadTexture(ref cloudsTex, e.Name, e.Data); } }
void TextureChanged(object sender, TextureEventArgs e) { switch (e.Name) { case "chicken.png": game.UpdateTexture(ref ChickenTexId, e.Data, false); break; case "creeper.png": game.UpdateTexture(ref CreeperTexId, e.Data, false); break; case "pig.png": game.UpdateTexture(ref PigTexId, e.Data, false); break; case "sheep.png": game.UpdateTexture(ref SheepTexId, e.Data, false); break; case "skeleton.png": game.UpdateTexture(ref SkeletonTexId, e.Data, false); break; case "spider.png": game.UpdateTexture(ref SpiderTexId, e.Data, false); break; case "zombie.png": game.UpdateTexture(ref ZombieTexId, e.Data, false); break; case "sheep_fur.png": game.UpdateTexture(ref SheepFurTexId, e.Data, false); break; case "char.png": game.UpdateTexture(ref HumanoidTexId, e.Data, true); break; } }
void TextureChanged(object sender, TextureEventArgs e) { return; //because I'm trying to test using only the env colors if (e.Name != "lightmap.png") { return; } using (MemoryStream ms = new MemoryStream(e.Data)) using (Bitmap bmp = Platform.ReadBmp(ms)) { if (bmp.Width != lightExtent || bmp.Height != lightExtent) { game.Chat.Add("&clightmap.png must be " + lightExtent + "x" + lightExtent + "."); return; } // Not bothering with FastBitmap here as perf increase is insignificant. for (int y = 0; y < lightExtent; y++) { for (int x = 0; x < lightExtent; x++) { Color col = bmp.GetPixel(x, y); SetLightmap(x, y, new FastColour(col)); } } } game.MapRenderer.Refresh(); }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "skybox.png") { game.UpdateTexture(ref tex, e.Name, e.Data, false); } else if (e.Name == "useclouds") { game.World.Env.SkyboxClouds = true; } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "snow.png") { game.UpdateTexture(ref SnowTexId, e.Data, false); } else if (e.Name == "rain.png") { game.UpdateTexture(ref RainTexId, e.Data, false); } }
void TextureChangedCore(object sender, TextureEventArgs e) { if (!(e.Name == "cloud.png" || e.Name == "clouds.png")) { return; } using (Bitmap bmp = Platform.ReadBmp32Bpp(game.Drawer2D, e.Data)) using (FastBitmap fastBmp = new FastBitmap(bmp, true, true)) { CalcClouds(fastBmp); } }
void TextureChanged(object sender, TextureEventArgs e) { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; if (tex.Name != e.Name) { continue; } game.UpdateTexture(ref tex.TexID, e.Name, e.Data, e.Name == "char.png"); Textures[i] = tex; break; } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "animations.png" || e.Name == "animation.png") { MemoryStream stream = new MemoryStream(e.Data); SetAtlas(Platform.ReadBmp(stream)); } else if (e.Name == "animations.txt" || e.Name == "animation.txt") { MemoryStream stream = new MemoryStream(e.Data); StreamReader reader = new StreamReader(stream); ReadAnimationsDescription(reader); } }
void TextureChanged(object sender, TextureEventArgs e) { if (Utils.CaselessEq(e.Name, "gui.png")) { game.LoadTexture(ref GuiTex, e.Name, e.Data); } else if (Utils.CaselessEq(e.Name, "gui_classic.png")) { game.LoadTexture(ref GuiClassicTex, e.Name, e.Data); } else if (Utils.CaselessEq(e.Name, "icons.png")) { game.LoadTexture(ref IconsTex, e.Name, e.Data); } }
void TextureChanged(object sender, TextureEventArgs e) { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; if (!Utils.CaselessEq(tex.Name, e.Name)) { continue; } game.UpdateTexture(ref tex.TexID, e.Name, e.Data, ref tex.SkinType); Textures[i] = tex; break; } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "gui.png") { game.UpdateTexture(ref GuiTex, e.Name, e.Data, false); } else if (e.Name == "gui_classic.png") { game.UpdateTexture(ref GuiClassicTex, e.Name, e.Data, false); } else if (e.Name == "icons.png") { game.UpdateTexture(ref IconsTex, e.Name, e.Data, false); } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name != "char.png") { return; } for (int i = 0; i < Players.Length; i++) { if (Players[i] == null || Players[i].TextureId != -1) { continue; } Players[i].SkinType = game.DefaultPlayerSkinType; } }
void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "animations.png" || e.Name == "animation.png") { animBmp = Platform.ReadBmp32Bpp(game.Drawer2D, e.Data); animsBuffer = new FastBitmap(animBmp, true, true); } else if (e.Name == "animations.txt" || e.Name == "animation.txt") { MemoryStream stream = new MemoryStream(e.Data); StreamReader reader = new StreamReader(stream); ReadAnimationsDescription(reader); } else if (e.Name == "uselavaanim") { useLavaAnim = true; } else if (e.Name == "usewateranim") { useWaterAnim = true; } }
void TextureChangedCore(object sender, TextureEventArgs e) { byte[] data = e.Data; if (e.Name == "terrain.png") { Bitmap atlas = Platform.ReadBmp32Bpp(Drawer2D, data); if (ChangeTerrainAtlas(atlas)) { return; } atlas.Dispose(); } else if (e.Name == "cloud.png" || e.Name == "clouds.png") { UpdateTexture(ref CloudsTex, e.Name, data, false); } else if (e.Name == "default.png") { Bitmap bmp = Platform.ReadBmp32Bpp(Drawer2D, data); Drawer2D.SetFontBitmap(bmp); Events.RaiseChatFontChanged(); } }
void TextureChanged( object sender, TextureEventArgs e ) { if( e.Name == "animations.png" || e.Name == "animation.png" ) { MemoryStream stream = new MemoryStream( e.Data ); SetAtlas( Platform.ReadBmp( stream ) ); } else if( e.Name == "animations.txt" || e.Name == "animation.txt" ) { MemoryStream stream = new MemoryStream( e.Data ); StreamReader reader = new StreamReader( stream ); ReadAnimationsDescription( reader ); } }
void TextureChanged( object sender, TextureEventArgs e ) { if( e.Name == "skybox.png" ) game.UpdateTexture( ref tex, e.Data, false ); }
void TextureChanged( object sender, TextureEventArgs e ) { switch( e.Name ) { case "chicken.png": game.UpdateTexture( ref ChickenTexId, e.Data, false ); break; case "creeper.png": game.UpdateTexture( ref CreeperTexId, e.Data, false ); break; case "pig.png": game.UpdateTexture( ref PigTexId, e.Data, false ); break; case "sheep.png": game.UpdateTexture( ref SheepTexId, e.Data, false ); break; case "skeleton.png": game.UpdateTexture( ref SkeletonTexId, e.Data, false ); break; case "spider.png": game.UpdateTexture( ref SpiderTexId, e.Data, false ); break; case "zombie.png": game.UpdateTexture( ref ZombieTexId, e.Data, false ); break; case "sheep_fur.png": game.UpdateTexture( ref SheepFurTexId, e.Data, false ); break; case "char.png": game.UpdateTexture( ref HumanoidTexId, e.Data, true ); break; } }
void TextureChanged( object sender, TextureEventArgs e ) { if( e.Name != "char.png" ) return; for( int i = 0; i < Players.Length; i++ ) { if( Players[i] == null || Players[i].TextureId != -1 ) continue; Players[i].SkinType = game.DefaultPlayerSkinType; } }
void TextureChanged( object sender, TextureEventArgs e ) { if( e.Name == "snow.png" ) { game.UpdateTexture( ref SnowTexId, e.Data, false ); } else if( e.Name == "rain.png" ) { game.UpdateTexture( ref RainTexId, e.Data, false ); } }