Пример #1
0
        public void AttachTo(SpriteGrid parentSpriteGrid)
        {
            mParentSpriteGrid = parentSpriteGrid;

            if (mParentSpriteGrid != null)
            {
                SetLinePolygonPositions();

                /*
                 * for (int i = 0; i < 4; i++)
                 * {
                 *  mCornerHandles[i].ScaleBy(
                 *      (mCornerHandles[i].Z - camera.Z) /
                 *      (200*(mCornerHandles[i].X - mCornerHandles[i].Points[0].X))
                 *      );
                 *
                 *  mSideHandles[i].ScaleBy(
                 *      (mSideHandles[i].Z - camera.Z) /
                 *      (200 * (mSideHandles[i].X - mSideHandles[i].Points[0].X))
                 *      );
                 * }*/
                Visible = true;
            }
            else
            {
                Visible = false;
            }
        }
Пример #2
0
        public FlatRedBall.ManagedSpriteGroups.SpriteGrid ToSpriteGrid(Camera camera, string contentManagerName)
        // where SpriteGridType : FlatRedBall.ManagedSpriteGroups.SpriteGrid, new()
        {
            FlatRedBall.ManagedSpriteGroups.SpriteGrid.Plane plane = GetPlaneFromAxis();

            // Since the TextureGrid is passed as an argument in the constructor of the SpriteGrid, it
            // needs to be created before the SpriteGrid is initialized

            TextureGrid <Texture2D> textureGrid = CreateTextureGrid(contentManagerName);

            FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid = new FlatRedBall.ManagedSpriteGroups.SpriteGrid(
                camera, plane, this.Blueprint.ToSprite(contentManagerName), textureGrid);

            CreateAnimationChainGrid(contentManagerName, spriteGrid);

            CreateDisplayRegionGrid(spriteGrid);

            spriteGrid.Name = this.Name;

            SetBoundsValues(spriteGrid);

            spriteGrid.GridSpacing = GridSpacing;

            SetOrderingMode(spriteGrid);

            spriteGrid.CreatesAutomaticallyUpdatedSprites = CreatesAutomaticallyUpdatedSprites;
            spriteGrid.CreatesParticleSprites             = CreatesParticleSprites;
            //spriteGrid.DrawDefaultTileNoPopulate = DrawDefaultTile;

            return(spriteGrid);
            // do we need this line?
            // lastBlueprintPosition = Blueprint.ToVector3();
        }
Пример #3
0
 private void SetBoundsValues(FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid)
 {
     spriteGrid.XLeftBound   = XLeftBound;
     spriteGrid.XRightBound  = XRightBound;
     spriteGrid.YTopBound    = YTopBound;
     spriteGrid.YBottomBound = YBottomBound;
     spriteGrid.ZCloseBound  = ZCloseBound;
     spriteGrid.ZFarBound    = ZFarBound;
 }
Пример #4
0
        private static bool DoBoundsOverlapSprites(SpriteGrid spriteGrid)
        {
            return(spriteGrid.FurthestTopY > spriteGrid.YTopBound ||
                   spriteGrid.FurthestBottomY < spriteGrid.YBottomBound ||
                   spriteGrid.FurthestLeftX < spriteGrid.XLeftBound ||
                   spriteGrid.FurthestRightX > spriteGrid.XRightBound ||

                   spriteGrid.FurthestTopY < spriteGrid.FurthestBottomY ||
                   spriteGrid.FurthestRightX < spriteGrid.FurthestLeftX);
        }
Пример #5
0
        private void CreateAnimationChainGrid(string contentManagerName, FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid)
        {
            #region Create the AnimationChainGrid
            if (AnimationChainGridSave != null)
            {
                TextureGrid <FlatRedBall.Graphics.Animation.AnimationChain> animationChainGrid =
                    AnimationChainGridSave.ToAnimationChainGrid(contentManagerName, GridSpacing);

                spriteGrid.AnimationChainGrid = animationChainGrid;
            }
            #endregion
        }
Пример #6
0
        private void AddSpriteGridsToScene(string contentManagerName, FlatRedBall.Scene scene, SceneSettingOptions options)
        {
            foreach (SpriteGridSave spriteGridSave in SpriteGridList)
            {
                // for now just use the default camera and create a new Random - not sure if user ever needs
                // to specify the Random to use - perhaps for multiplayer games and SpriteGrids which are using AnimationChains
                FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid = spriteGridSave.ToSpriteGrid(
                    SpriteManager.Camera, contentManagerName);

                scene.SpriteGrids.Add(spriteGrid);
            }
            bool hasFlag = (options & SceneSettingOptions.ConvertZSeparatedSpritesIntoSpriteGrids) == SceneSettingOptions.ConvertZSeparatedSpritesIntoSpriteGrids;

            if (hasFlag)
            {
                Dictionary <int, FlatRedBall.ManagedSpriteGroups.SpriteGrid> spriteGrids = new Dictionary <int, FlatRedBall.ManagedSpriteGroups.SpriteGrid>();

                foreach (SpriteSave spriteSave in this.SpriteList)
                {
                    FloatRectangle floatRectangle = new FloatRectangle();
                    int            zAsInt         = MathFunctions.RoundToInt(spriteSave.Z);

                    if (spriteGrids.ContainsKey(zAsInt) == false)
                    {
                        var newGrid = new ManagedSpriteGroups.SpriteGrid(SpriteManager.Camera, ManagedSpriteGroups.SpriteGrid.Plane.XY, spriteSave.ToSprite(contentManagerName));
                        spriteGrids.Add(zAsInt, newGrid);
                        scene.SpriteGrids.Add(newGrid);
                    }

                    var spriteGrid = spriteGrids[zAsInt];

                    spriteGrid.XLeftBound   = System.Math.Min(spriteGrid.XLeftBound, spriteSave.X - spriteSave.ScaleX * 2);
                    spriteGrid.YBottomBound = System.Math.Min(spriteGrid.YBottomBound, spriteSave.Y - spriteSave.ScaleY * 2);

                    spriteGrid.XRightBound = System.Math.Max(spriteGrid.XRightBound, spriteSave.X + spriteSave.ScaleX * 2);
                    spriteGrid.YTopBound   = System.Math.Max(spriteGrid.YTopBound, spriteSave.Y + spriteSave.ScaleY * 2);

                    spriteGrid.PaintSprite(spriteSave.X, spriteSave.Y, spriteSave.Z,
                                           FlatRedBallServices.Load <Texture2D>(spriteSave.Texture));

                    floatRectangle.Left   = spriteSave.LeftTextureCoordinate;
                    floatRectangle.Right  = spriteSave.RightTextureCoordinate;
                    floatRectangle.Top    = spriteSave.TopTextureCoordinate;
                    floatRectangle.Bottom = spriteSave.BottomTextureCoordinate;


                    spriteGrid.PaintSpriteDisplayRegion(spriteSave.X, spriteSave.Y, spriteSave.Z,
                                                        ref floatRectangle);
                }
            }
        }
Пример #7
0
        private void SetOrderingMode(FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid)
        {
#if FRB_MDX
            spriteGrid.Blueprint.mOrdered = this.Blueprint.Ordered;
#endif
            if (this.Blueprint.Ordered)
            {
                spriteGrid.OrderingMode = FlatRedBall.Graphics.OrderingMode.DistanceFromCamera;
            }
            else
            {
                spriteGrid.OrderingMode = FlatRedBall.Graphics.OrderingMode.ZBuffered;
            }
        }
Пример #8
0
        public void spriteGridArrayLogic()
        {
            if (GameData.EditorProperties.CullSpriteGrids == true)
            {
                for (int i = 0; i < GameData.Scene.SpriteGrids.Count; i++)
                {
                    SpriteGrid sg = GameData.Scene.SpriteGrids[i];

                    sg.Manage();
                    if (!sg.CreatesAutomaticallyUpdatedSprites)
                    {
                        sg.ManualAnimationUpdate();
                    }
                }
            }
        }
Пример #9
0
        void MakeAllSpriteGridsCreateParticleSpriteClick(Window callingWindow)
        {
            int numberConverted = 0;

            for (int i = 0; i < GameData.Scene.SpriteGrids.Count; i++)
            {
                SpriteGrid spriteGrid = GameData.Scene.SpriteGrids[i];

                if (!spriteGrid.CreatesParticleSprites)
                {
                    spriteGrid.CreatesParticleSprites = true;
                    numberConverted++;
                }
            }

            GuiManager.ShowMessageBox("Converted " + numberConverted + " SpriteGrids", "Conversion Complete");
        }
Пример #10
0
        public void DeleteGrid(SpriteGrid gridToDelete)
        {
            if (gridToDelete == null)
            {
                int m = 3;
            }
            gridToDelete.Destroy();

            GameData.Scene.SpriteGrids.Remove(gridToDelete);

            if (gridToDelete == CurrentSpriteGrid)
            {
                GameData.DeselectCurrentSprites();
                mSpriteGridBorder.AttachTo(null);
                CurrentSpriteGrid = null;
            }
        }
Пример #11
0
        private void CreateDisplayRegionGrid(FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid)
        {
            #region Create the DisplayRegionGrid

            if (DisplayRegionGridSave != null)
            {
                TextureGrid <FloatRectangle> displayRegionGrid =
                    DisplayRegionGridSave.ToDisplayRegionGrid(GridSpacing);
                if (displayRegionGrid.BaseTexture == null)
                {
                    displayRegionGrid.BaseTexture = new FloatRectangle(
                        spriteGrid.Blueprint.TopTextureCoordinate,
                        spriteGrid.Blueprint.BottomTextureCoordinate,
                        spriteGrid.Blueprint.LeftTextureCoordinate,
                        spriteGrid.Blueprint.RightTextureCoordinate);
                }
                spriteGrid.DisplayRegionGrid = displayRegionGrid;
            }
            #endregion
        }
Пример #12
0
        /// <summary>
        /// Deselects the grid on the list window and returns whether to ask to keep changes
        /// </summary>
        /// <remarks>
        /// When either a new SpriteGrid or a different Sprite in the same SpriteGrid is selected,
        /// the ShouldAskUserIfChangesShouldBeApplied() method must be called.  This
        /// method does not deselect the currentSpriteGrid, but returns whether changes
        /// have been made so that the
        /// code calling this method can store the newly-selected Sprite and SpriteGrid
        /// in the newlySelectedCurrentSprite and newlySelectedCurrentSpriteGrid variables.
        ///
        /// For this, this method is private and only called from within this class.  To deselect
        /// a grid from outside of this class, call clickGrid(null, null).
        /// </remarks>
        /// <param name="tempSpriteGridGrabbed"></param>
        /// <param name="tempSpriteGrabbed"></param>
        /// <returns>Whether the currentSpriteGrid has been changed</returns>
        #endregion
        private bool ShouldAskUserIfChangesShouldBeApplied(SpriteGrid tempSpriteGridGrabbed, Sprite tempSpriteGrabbed)
        {
            GuiData.ToolsWindow.convertToSpriteGridButton.Enabled = false;

            if (tempSpriteGridGrabbed == null)
            {
                GuiData.ListWindow.SpriteGridListBox.HighlightItem(null, false);
            }

            #region we clicked, but already have a different Sprite selected on a grid
            if (CurrentSpriteGrid != null &&
                (GameData.EditorLogic.CurrentSprites.Count == 0 || tempSpriteGrabbed != GameData.EditorLogic.CurrentSprites[0]))
            {
                if (GameData.EditorLogic.CurrentSprites.Count != 0 &&
                    HasBlueprintChanged())
                {
                    /* There SpriteGrid that has the Sprite being deselected has been changed.
                     * Need to store the new Sprite in newlySelectedCurrentSprite and
                     * SpriteGrid in newlySelectedCurrentSpriteGrid and hold on to the current Sprite/
                     * SpriteGrid so that the changes can be applied if the user chooses to do so
                     * through the OKCancelWindow that is being created
                     */
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
            #endregion

            #region if we clicked on a sprite and didn't have a grid selected before
            else if (tempSpriteGridGrabbed != null && oldPosition == Vector3.Empty)
            {
                return(false);
            }

            #endregion

            return(false);
        }
Пример #13
0
        public void PopulateAndAddGridToEngine(SpriteGrid gridToAdd, Sprite spriteToUseAsPopulationSource)
        {
            #region select the base point for population and populate the grid
            if (gridToAdd.GridPlane == SpriteGrid.Plane.XY)
            {
                gridToAdd.PopulateGrid(camera.X,
                                       camera.Y,
                                       spriteToUseAsPopulationSource.Z);
            }
            else
            {
                gridToAdd.PopulateGrid(camera.X,
                                       spriteToUseAsPopulationSource.Y,
                                       spriteToUseAsPopulationSource.Z);
            }
            #endregion

            GameData.Scene.SpriteGrids.Add(gridToAdd);



            /* When converting a Sprite to a SpriteGrid, the editGrids is not pressed
             * (yet) when this method is called.  Therefore, if the editGrids button
             * is not pressed, then the grid was created from the currentSprite, so
             * the currentSprite should be deleted.
             *
             * If it is pressed, the Grid has been created from a CTRL+C command
             * (copying a SpriteGrid).  In that case, no deleting of currentSprites
             * should be executed.
             */
            if (!SpriteEditorSettings.EditingSpriteGrids && spriteToUseAsPopulationSource != null)
            {
                SpriteManager.RemoveSprite(spriteToUseAsPopulationSource);
            }

            this.ClickGrid(gridToAdd, null);
        }
Пример #14
0
		public void ClickGrid(SpriteGrid gridClicked, Sprite spriteClicked)
        {
            #region if eyedropper is pressed, don't select the grid, just grab the texture
            if (GuiData.ToolsWindow.eyedropper.IsPressed)
            {
                GameData.Cursor.ClickSprite(spriteClicked);
            }
            #endregion

            #region Select the grid - eyedropper is not down
            else
            {
                newlySelectedCurrentSprite = null;
                newlySelectedCurrentSpriteGrid = null;

                #region if selecting a new grid, not painting, and changes have been made
                if ((gridClicked != CurrentSpriteGrid || currentSprites.Contains(spriteClicked) == false || spriteClicked == null) &&
                    GuiData.ToolsWindow.paintButton.IsPressed == false &&
                    ShouldAskUserIfChangesShouldBeApplied(gridClicked, spriteClicked))
                {
                    // The user may have changed the texture coordinates on the
                    // selected Sprite.  This should result in the new texture coordinates
                    // being "painted" on the SpriteGrid at the given location.
                    PaintTextureCoordinatesOnCurrentSpriteInGrid();
                    newlySelectedCurrentSprite = spriteClicked;
                    newlySelectedCurrentSpriteGrid = gridClicked;
                    AskIfChangesShouldBeApplied(null);


                }
                #endregion

                #region else, do not need to ask if changes should be applied
                else
                {
                    if (GuiData.ToolsWindow.paintButton.IsPressed == false &&
                        GameData.EditorLogic.CurrentSprites.Contains(spriteClicked) == false)
                    {
                        if (spriteClicked != null)
                            oldPosition = spriteClicked.Position;
                        else
                            oldPosition = Vector3.Empty;

                        PaintTextureCoordinatesOnCurrentSpriteInGrid();
                    }
                    
                    if (CurrentSpriteGrid != gridClicked)  GameData.DeselectCurrentSprites();

                    CurrentSpriteGrid = gridClicked;

                    // attach the grid border
                    mSpriteGridBorder.AttachTo(CurrentSpriteGrid);

                    GameData.Cursor.ClickSprite(spriteClicked);

                    SpriteGridGrabbed = gridClicked;
                    mSpriteGrabbed = spriteClicked;

                    if (gridClicked != null)
                    {
                        UndoManager.AddToWatch<Sprite>(gridClicked.Blueprint);


                        UndoManager.AddToWatch<SpriteGrid>(gridClicked);
                    }
                    GuiData.ListWindow.SpriteGridListBox.HighlightObject(gridClicked, false);
                }
                #endregion

                cursor.ObjectGrabbed = spriteClicked;

                if (gridClicked == null) 
                    return;

                #region Change the convert to sprite grid button to "Modify Sprite Grid"
                GuiData.ToolsWindow.convertToSpriteGridButton.Enabled = true;
                GuiData.ToolsWindow.convertToSpriteGridButton.Text = "Modify Sprite Grid";
                #endregion
            }
            #endregion
        }
Пример #15
0
        public void grabGridSprite()
        {
            if (GameData.EditorLogic.EditAxes.CursorPushedOnAxis == true || GuiManager.DominantWindowActive)
            {
                return;
            }



            #region checking to see which sprite we are over, considering double clicking and current sprite selected
            // this is a temporary Sprite that we will use
            Sprite     tempSpriteGrabbed     = null;
            SpriteGrid tempSpriteGridGrabbed = null;


            // first see if we are over the current Sprite.  It has prescedence over the other sprites
            if (GameData.EditorLogic.CurrentSprites.Count != 0 && GameData.Cursor.IsOn3D(GameData.EditorLogic.CurrentSprites[0]) == true)
            {
                tempSpriteGrabbed = GameData.EditorLogic.CurrentSprites[0];
            }

            // if not over the current Sprite, or there is no currentSprite, see if over any Sprites in the current grid
            if (tempSpriteGrabbed == null && CurrentSpriteGrid != null)
            {
                tempSpriteGrabbed = cursor.GetSpriteOver(CurrentSpriteGrid.VisibleSprites);
            }

            // if we are not over our current Sprite, we need to see if we are over any other sprites
            if (tempSpriteGrabbed == null)
            {
                tempSpriteGrabbed = GameData.Cursor.GetSpriteOver(GameData.Scene.SpriteGrids);

                if (tempSpriteGrabbed != null)
                {
                    tempSpriteGridGrabbed = null;

                    foreach (SpriteGrid spriteGrid in GameData.Scene.SpriteGrids)
                    {
                        foreach (var list in spriteGrid.VisibleSprites)
                        {
                            if (list.Contains(tempSpriteGrabbed))
                            {
                                tempSpriteGridGrabbed = spriteGrid;
                                break;
                            }
                        }
                        if (tempSpriteGridGrabbed != null)
                        {
                            break;
                        }
                    }
                }
            }
            else
            {
                tempSpriteGridGrabbed = CurrentSpriteGrid;
            }

            #endregion

            #region Push either mouse button or double clicked, call click sprite, grab or attach, and update stored variables for old sprite
            if (cursor.PrimaryPush || cursor.SecondaryPush || cursor.PrimaryDoubleClick)
            {
                // we already know if we are over a Sprite.  If we have clicked with either mouse button or double clicked with the primary
                // then we can call click sprite

                // store the last currentSprite, because we need to update stored variables of the old Sprite if we select a new one
                Sprite     lastCurrentSprite;
                SpriteGrid lastCurrentGrid;

                if (currentSprites.Count != 0)
                {
                    lastCurrentSprite = currentSprites[0];
                }
                else
                {
                    lastCurrentSprite = null;
                }

                lastCurrentGrid = CurrentSpriteGrid;

                if (newlySelectedCurrentSpriteGrid == null)
                {
                    ClickGrid(tempSpriteGridGrabbed, tempSpriteGrabbed);
                }
            }
            #endregion

            #region if the mouse button is held down - Painting
            if (CurrentSpriteGrid != null &&
                GuiData.ToolsWindow.paintButton.IsPressed &&
                (GuiData.ListWindow.HighlightedAnimationChain != null || GuiData.ListWindow.HighlightedTexture != null))
            {
                PaintSpriteGrid(tempSpriteGrabbed);
            }
            #endregion

            #region we released the mouse the mouse, so release any sprite grabbed
            if (cursor.PrimaryClick)
            {
                if (mSpriteGrabbed != null)
                {
                    UndoManager.RecordUndos <Sprite>();
                    // Vic says - Because of the way the UndoManager works
                    // I can only attach the recreation of the grid to the undos
                    // for the SpriteGrid and not the Blueprint Sprite...however,
                    // the reason we need to recreate the SpriteGrid is because the
                    // Blueprint values might change from an undo.
                    // That means that the blueprint undos should come first, then the
                    // SpriteGrid undos so that they use the proper values.  To do this
                    // we simply need to record the undos of the blueprint first.


                    bool createNewList = false; // Makes it so one undo will record everything
                    UndoManager.RecordUndos <SpriteGrid>(createNewList);

                    UndoManager.ClearObjectsWatching <SpriteGrid>();
                    UndoManager.ClearObjectsWatching <Sprite>();
                }
                SpriteGridGrabbed = null;
                mSpriteGrabbed    = null;
            }
            #endregion
        }
Пример #16
0
        public void AttachTo(SpriteGrid parentSpriteGrid)
        {
            
            mParentSpriteGrid = parentSpriteGrid;

            if (mParentSpriteGrid != null)
            {
                SetLinePolygonPositions();
                /*
                for (int i = 0; i < 4; i++)
                {
                    mCornerHandles[i].ScaleBy(
                        (mCornerHandles[i].Z - camera.Z) /
                        (200*(mCornerHandles[i].X - mCornerHandles[i].Points[0].X))                
                        );

                    mSideHandles[i].ScaleBy(
                        (mSideHandles[i].Z - camera.Z) /
                        (200 * (mSideHandles[i].X - mSideHandles[i].Points[0].X))
                        );   
                }*/
                Visible = true;
            }
            else
            {
                Visible = false;
            }
             
        }
Пример #17
0
        private static bool DoBoundsOverlapSprites(SpriteGrid spriteGrid)
        {
            return spriteGrid.FurthestTopY > spriteGrid.YTopBound ||
                spriteGrid.FurthestBottomY < spriteGrid.YBottomBound ||
                spriteGrid.FurthestLeftX < spriteGrid.XLeftBound ||
                spriteGrid.FurthestRightX > spriteGrid.XRightBound ||
                
                spriteGrid.FurthestTopY < spriteGrid.FurthestBottomY ||
                spriteGrid.FurthestRightX < spriteGrid.FurthestLeftX;

        }
Пример #18
0
        /// <summary>
        /// Deselects the grid on the list window and returns whether to ask to keep changes
        /// </summary>
        /// <remarks>
        /// When either a new SpriteGrid or a different Sprite in the same SpriteGrid is selected,
        /// the ShouldAskUserIfChangesShouldBeApplied() method must be called.  This
        /// method does not deselect the currentSpriteGrid, but returns whether changes
        /// have been made so that the
        /// code calling this method can store the newly-selected Sprite and SpriteGrid 
        /// in the newlySelectedCurrentSprite and newlySelectedCurrentSpriteGrid variables.
        /// 
        /// For this, this method is private and only called from within this class.  To deselect
        /// a grid from outside of this class, call clickGrid(null, null).
        /// </remarks>
        /// <param name="tempSpriteGridGrabbed"></param>
        /// <param name="tempSpriteGrabbed"></param>
        /// <returns>Whether the currentSpriteGrid has been changed</returns>
        #endregion
        private bool ShouldAskUserIfChangesShouldBeApplied(SpriteGrid tempSpriteGridGrabbed, Sprite tempSpriteGrabbed)
		{
			GuiData.ToolsWindow.convertToSpriteGridButton.Enabled = false;

			if(tempSpriteGridGrabbed == null)
			{
                GuiData.ListWindow.SpriteGridListBox.HighlightItem(null, false);
			}

			#region we clicked, but already have a different Sprite selected on a grid
			if(CurrentSpriteGrid != null && 
				(GameData.EditorLogic.CurrentSprites.Count == 0 || tempSpriteGrabbed != GameData.EditorLogic.CurrentSprites[0]))
			{
				if(GameData.EditorLogic.CurrentSprites.Count != 0 && 
					HasBlueprintChanged())
				{
                    /* There SpriteGrid that has the Sprite being deselected has been changed.
                     * Need to store the new Sprite in newlySelectedCurrentSprite and 
                     * SpriteGrid in newlySelectedCurrentSpriteGrid and hold on to the current Sprite/
                     * SpriteGrid so that the changes can be applied if the user chooses to do so
                     * through the OKCancelWindow that is being created
                     */
                    return true;
					
				}
				else
				{
                    return false;
				}
			}
			#endregion
			
            #region if we clicked on a sprite and didn't have a grid selected before
			else if(tempSpriteGridGrabbed != null && oldPosition == Vector3.Empty)
			{
                return false;

            }

			#endregion
            
            return false;
		}
Пример #19
0
        public void PopulateAndAddGridToEngine(SpriteGrid gridToAdd, Sprite spriteToUseAsPopulationSource)
        {
            #region select the base point for population and populate the grid
            if (gridToAdd.GridPlane == SpriteGrid.Plane.XY)
            {
                gridToAdd.PopulateGrid(camera.X,
                    camera.Y,
                    spriteToUseAsPopulationSource.Z);
            }
            else
            {
                gridToAdd.PopulateGrid(camera.X,
                    spriteToUseAsPopulationSource.Y,
                    spriteToUseAsPopulationSource.Z);
            }
            #endregion

            GameData.Scene.SpriteGrids.Add(gridToAdd);



            /* When converting a Sprite to a SpriteGrid, the editGrids is not pressed
             * (yet) when this method is called.  Therefore, if the editGrids button
             * is not pressed, then the grid was created from the currentSprite, so
             * the currentSprite should be deleted.
             * 
             * If it is pressed, the Grid has been created from a CTRL+C command
             * (copying a SpriteGrid).  In that case, no deleting of currentSprites
             * should be executed.
             */
            if ( !SpriteEditorSettings.EditingSpriteGrids && spriteToUseAsPopulationSource != null)
            {
                SpriteManager.RemoveSprite(spriteToUseAsPopulationSource);
            }

            this.ClickGrid(gridToAdd, null);

        }
Пример #20
0
        private void RepopulateSpriteGrid(object spriteGrid)
        {
            SpriteGrid asSpriteGrid = spriteGrid as SpriteGrid;

            asSpriteGrid.PopulateGrid();
        }
Пример #21
0
        public void PerformLoadScn(string fileName, bool replace)
        {
            // This method is public because this method is called if the user drags a
            // .scnx onto the SpriteEditor

            #region Mark how many objects before loading in case there is an insertion.
            // If there is an insertion, only the newly-added objects should have post load
            // logic performed on them

            int numSpritesBefore         = GameData.Scene.Sprites.Count;
            int numOfSGsBefore           = GameData.Scene.SpriteGrids.Count;
            int numOfSpriteFramesBefore  = GameData.Scene.SpriteFrames.Count;
            int numberOfPositionedModels = GameData.Scene.PositionedModels.Count;

            #endregion

            SpriteEditorScene tempSES = SpriteEditorScene.FromFile(fileName);

            #region See if there are any Models that reference files that aren't on disk

            string sceneDirectory = FileManager.GetDirectory(fileName);
            for (int i = 0; i < tempSES.PositionedModelSaveList.Count; i++)
            {
                PositionedModelSave modelSave = tempSES.PositionedModelSaveList[i];

                if (!FileManager.FileExists(modelSave.ModelFileName))
                {
                    // See if there's a .x with that name

                    if (FileManager.FileExists(sceneDirectory + modelSave.ModelFileName + ".x"))
                    {
                        modelSave.ModelFileName = modelSave.ModelFileName + ".x";
                    }
                }
            }
            #endregion

            #region Now, see if there are any other files that haven't been found and create the error window

            List <string> texturesNotFound = tempSES.GetMissingFiles();
            if (texturesNotFound.Count != 0)
            {
                OkListWindow okListWindow = new OkListWindow(
                    "There are files that the .scnx references which cannot be located.",
                    "Error loading .scnx");

                foreach (string file in texturesNotFound)
                {
                    okListWindow.AddItem(file);
                }

                return;
            }
            #endregion

            #region if replacing, clear the old scene out
            if (replace)
            {
                SpriteManager.RemoveScene(GameData.Scene, true);
                FlatRedBallServices.Unload(GameData.SceneContentManager);

                tempSES.SetCamera(GameData.Camera);

#if FRB_MDX
                if (tempSES.CoordinateSystem == FlatRedBall.Math.CoordinateSystem.RightHanded)
                {
                    GameData.Camera.Z *= -1;
                }
#endif

                GameData.EditorProperties.PixelSize = tempSES.PixelSize;

                GuiData.EditorPropertiesGrid.Refresh();

                // 4/16/2011:  The following line of code
                // was causing errors when saving the .scnx
                // file through CTRL+S.  Taking it out because
                // I don't see why we need this anyway.
                // GameData.FileName = FileManager.RemoveExtension(fileName);
                GameData.FileName = fileName;
                FlatRedBallServices.Owner.Text = "SpriteEditor - Currently editing " + GameData.FileName;

                GuiData.MenuStrip.LastFileTypeLoaded = FileManager.GetExtension(fileName);
            }
            #endregion


            Scene newlyLoadedScene = tempSES.ToScene <EditorSprite>(GameData.SceneContentManager);

            GameData.Scene.AddToThis(newlyLoadedScene);
            // This caused
            // a double-add.
            // Not sure why we're
            // adding GameData.Scene.
            //GameData.Scene.AddToManagers();
            newlyLoadedScene.AddToManagers();

            GuiData.ListWindow.RefreshListsShown();

            #region Add the used Textures to the texture ListBox

            for (int i = numSpritesBefore; i < GameData.Scene.Sprites.Count; i++)
            {
                GuiData.ListWindow.Add(GameData.Scene.Sprites[i].Texture);
                GuiData.ListWindow.Add(GameData.Scene.Sprites[i].AnimationChains);
            }

            for (int i = numOfSpriteFramesBefore; i < GameData.Scene.SpriteFrames.Count; i++)
            {
                GuiData.ListWindow.Add(GameData.Scene.SpriteFrames[i].Texture);
                GuiData.ListWindow.Add(GameData.Scene.SpriteFrames[i].AnimationChains);
            }

            for (int i = numOfSGsBefore; i < GameData.Scene.SpriteGrids.Count; i++)
            {
                SpriteGrid sg = GameData.Scene.SpriteGrids[i];
                sg.PopulateGrid(GameData.Camera.X, GameData.Camera.Y, 0f);

                sg.RefreshPaint();
                List <Texture2D> texturesToAdd = sg.GetUsedTextures();
                foreach (Texture2D tex in texturesToAdd)
                {
                    GuiData.ListWindow.Add(tex);
                }
            }
            #endregion

            CheckForExtraFiles(FileManager.RemoveExtension(fileName));
            GameData.Scene.Sprites.SortZInsertionDescending();


            if (tempSES.AssetsRelativeToSceneFile)
            {
                FileManager.ResetRelativeToCurrentDirectory();
            }
        }
Пример #22
0
		public void DeleteGrid(SpriteGrid gridToDelete)
		{
            if (gridToDelete == null)
            {
                int m = 3;
            }
            gridToDelete.Destroy();

            GameData.Scene.SpriteGrids.Remove(gridToDelete);

            if (gridToDelete == CurrentSpriteGrid)
            {
                GameData.DeselectCurrentSprites();
                mSpriteGridBorder.AttachTo(null);
                CurrentSpriteGrid = null;
            }
        }
Пример #23
0
        public void grabGridSprite()
        {
            if (GameData.EditorLogic.EditAxes.CursorPushedOnAxis == true || GuiManager.DominantWindowActive) return;



            #region checking to see which sprite we are over, considering double clicking and current sprite selected
            // this is a temporary Sprite that we will use
            Sprite tempSpriteGrabbed = null;
            SpriteGrid tempSpriteGridGrabbed = null;
            

            // first see if we are over the current Sprite.  It has prescedence over the other sprites
            if (GameData.EditorLogic.CurrentSprites.Count != 0 && GameData.Cursor.IsOn3D(GameData.EditorLogic.CurrentSprites[0]) == true)
                tempSpriteGrabbed = GameData.EditorLogic.CurrentSprites[0];

            // if not over the current Sprite, or there is no currentSprite, see if over any Sprites in the current grid
            if (tempSpriteGrabbed == null && CurrentSpriteGrid != null)
            {
                tempSpriteGrabbed = cursor.GetSpriteOver(CurrentSpriteGrid.VisibleSprites);
            }

            // if we are not over our current Sprite, we need to see if we are over any other sprites
            if (tempSpriteGrabbed == null)
            {

                tempSpriteGrabbed = GameData.Cursor.GetSpriteOver(GameData.Scene.SpriteGrids);

                if (tempSpriteGrabbed != null)
                {
                    tempSpriteGridGrabbed = null;

                    foreach (SpriteGrid spriteGrid in GameData.Scene.SpriteGrids)
                    {
                        foreach (var list in spriteGrid.VisibleSprites)
                        {
                            if (list.Contains(tempSpriteGrabbed))
                            {
                                tempSpriteGridGrabbed = spriteGrid;
                                break;
                            }
                        }
                        if (tempSpriteGridGrabbed != null)
                        {
                            break;
                        }
                    }

                }
            }
            else
                tempSpriteGridGrabbed = CurrentSpriteGrid;

            #endregion

            #region Push either mouse button or double clicked, call click sprite, grab or attach, and update stored variables for old sprite
            if (cursor.PrimaryPush || cursor.SecondaryPush || cursor.PrimaryDoubleClick)
            {
                // we already know if we are over a Sprite.  If we have clicked with either mouse button or double clicked with the primary
                // then we can call click sprite

                // store the last currentSprite, because we need to update stored variables of the old Sprite if we select a new one
                Sprite lastCurrentSprite;
                SpriteGrid lastCurrentGrid;

                if (currentSprites.Count != 0) lastCurrentSprite = currentSprites[0];
                else lastCurrentSprite = null;

                lastCurrentGrid = CurrentSpriteGrid;

                if (newlySelectedCurrentSpriteGrid == null)
                    ClickGrid(tempSpriteGridGrabbed, tempSpriteGrabbed);

            }
            #endregion

            #region if the mouse button is held down - Painting
            if (CurrentSpriteGrid != null &&
                GuiData.ToolsWindow.paintButton.IsPressed &&
                (GuiData.ListWindow.HighlightedAnimationChain != null || GuiData.ListWindow.HighlightedTexture != null))
            {
                PaintSpriteGrid(tempSpriteGrabbed);
            }
            #endregion

            #region we released the mouse the mouse, so release any sprite grabbed
            if (cursor.PrimaryClick)
            {

                if (mSpriteGrabbed != null)
                {
                    UndoManager.RecordUndos<Sprite>();
                    // Vic says - Because of the way the UndoManager works 
                    // I can only attach the recreation of the grid to the undos
                    // for the SpriteGrid and not the Blueprint Sprite...however,
                    // the reason we need to recreate the SpriteGrid is because the
                    // Blueprint values might change from an undo.  
                    // That means that the blueprint undos should come first, then the
                    // SpriteGrid undos so that they use the proper values.  To do this
                    // we simply need to record the undos of the blueprint first.


                    bool createNewList = false; // Makes it so one undo will record everything
                    UndoManager.RecordUndos<SpriteGrid>(createNewList);

                    UndoManager.ClearObjectsWatching<SpriteGrid>();
                    UndoManager.ClearObjectsWatching<Sprite>();
                }
                SpriteGridGrabbed = null;
                mSpriteGrabbed = null;



            }
            #endregion
        }
Пример #24
0
        public static SpriteGridSave FromSpriteGrid(FlatRedBall.ManagedSpriteGroups.SpriteGrid spriteGrid)
        {
            SpriteGridSave spriteGridSave = new SpriteGridSave();

            if (spriteGrid.Name != null)
            {
                spriteGridSave.Name = spriteGrid.Name;
            }

            spriteGridSave.Blueprint = SpriteSave.FromSprite(spriteGrid.Blueprint);

            #region Set the GridPlane (Axis in SpriteSave)

            if (spriteGrid.GridPlane == FlatRedBall.ManagedSpriteGroups.SpriteGrid.Plane.XY)
            {
                spriteGridSave.Axis = 'y';
            }
            else
            {
                spriteGridSave.Axis = 'z';
            }

            #endregion

            // Create new lists here instead of just assigning them (like we used to do) because
            // the SpriteGridSave will make modifications to these to make file sizes smaller.  If
            // we don't make new lists, then the SpriteGridSave will make modifications to the original
            // SpriteGrid which causes problems.
            spriteGridSave.FirstPaintedX = new List <float>(spriteGrid.TextureGrid.FirstPaintedX);
            spriteGridSave.FirstPaintedY = spriteGrid.TextureGrid.FirstPaintedY;



            spriteGridSave.GridSpacing = spriteGrid.GridSpacing;

            // Right now there's no sprite type.  Should there be Ordered/Unordered?

            #region set the bounds
            spriteGridSave.XRightBound  = spriteGrid.XRightBound;
            spriteGridSave.XLeftBound   = spriteGrid.XLeftBound;
            spriteGridSave.YTopBound    = spriteGrid.YTopBound;
            spriteGridSave.YBottomBound = spriteGrid.YBottomBound;
            spriteGridSave.ZCloseBound  = spriteGrid.ZCloseBound;
            spriteGridSave.ZFarBound    = spriteGrid.ZFarBound;
            #endregion


            #region fill up the strings for the FRBTextures

            if (spriteGrid.TextureGrid.BaseTexture != null)
            {
                spriteGridSave.BaseTexture = spriteGrid.TextureGrid.BaseTexture.SourceFile();
            }
            else
            {
                spriteGridSave.BaseTexture = "";
            }

            #region Chop off the bottom (or near in XZ)

            int numberToChopOffBottom = 0;

            float yValue      = spriteGrid.TextureGrid.FirstPaintedY;
            float bottomBound = spriteGrid.YBottomBound;
            if (spriteGrid.GridPlane == FlatRedBall.ManagedSpriteGroups.SpriteGrid.Plane.XZ)
            {
                bottomBound = spriteGrid.ZCloseBound;
            }

            // This will usually include one extra row beyond the bounds, but that's ok because
            // it's possible that someone creates a really weird grid with overlapping Sprites.
            while (yValue + spriteGrid.GridSpacing / 2.0f < bottomBound)
            {
                numberToChopOffBottom++;
                yValue += spriteGrid.GridSpacing;
                spriteGridSave.FirstPaintedY += spriteGrid.GridSpacing;

                if (spriteGridSave.FirstPaintedX.Count == 0)
                {
                    // we're done here, so exit out
                    break;
                }
                else
                {
                    spriteGridSave.FirstPaintedX.RemoveAt(0);
                }
            }
            #endregion

            #region Chop off the top (or far in XZ)

            int numberToChopOffTop = 0;
            yValue = spriteGrid.TextureGrid.FirstPaintedY + spriteGrid.TextureGrid.FirstPaintedX.Count * spriteGrid.GridSpacing;
            float topBound = spriteGrid.YTopBound;
            if (spriteGrid.GridPlane == FlatRedBall.ManagedSpriteGroups.SpriteGrid.Plane.XZ)
            {
                topBound = spriteGrid.ZFarBound;
            }

            while (yValue - spriteGrid.GridSpacing / 2.0f > topBound)
            {
                numberToChopOffTop++;
                yValue -= spriteGrid.GridSpacing;

                if (spriteGridSave.FirstPaintedX.Count == 0)
                {
                    break;
                }
                else
                {
                    spriteGridSave.FirstPaintedX.RemoveAt(spriteGridSave.FirstPaintedX.Count - 1);
                }
            }

            #endregion

            int numberOfGridTextures = spriteGrid.TextureGrid.Textures.Count - numberToChopOffBottom - numberToChopOffTop;
            numberOfGridTextures = System.Math.Max(numberOfGridTextures, 0); // don't let it be negative

            spriteGridSave.GridTexturesArray =
                new string[numberOfGridTextures][];

            //GridTextures = new StringArrayArray();
            //GridTexturesArray = new string[spriteGrid.textureGrid.textures.Count][];

            TextureGrid <Texture2D> textureGrid = spriteGrid.TextureGrid;

            for (int i = numberToChopOffBottom; i < textureGrid.Textures.Count - numberToChopOffTop; i++)
            {
                int numberToChopOffLeft  = 0;
                int numberToChopOffRight = 0;

                float xValue = textureGrid.FirstPaintedX[i];

                while (xValue + spriteGrid.GridSpacingX / 2.0f < spriteGrid.XLeftBound)
                {
                    xValue += spriteGrid.GridSpacingX;
                    numberToChopOffLeft++;
                    spriteGridSave.FirstPaintedX[i - numberToChopOffBottom] += spriteGrid.GridSpacingX;
                }

                xValue = textureGrid.LastPaintedX[i];

                while (xValue - spriteGrid.GridSpacingX / 2.0f > spriteGrid.XRightBound)
                {
                    xValue -= spriteGrid.GridSpacingX;
                    numberToChopOffRight++;
                }

                int numberOfTexturesInRow = textureGrid.Textures[i].Count - numberToChopOffLeft - numberToChopOffRight;
                numberOfTexturesInRow = System.Math.Max(0, numberOfTexturesInRow);

                spriteGridSave.GridTexturesArray[i - numberToChopOffBottom] =
                    new string[numberOfTexturesInRow];

                for (int j = numberToChopOffLeft; j < textureGrid.Textures[i].Count - numberToChopOffRight; j++)
                {
                    if (textureGrid.Textures[i][j] != null)
                    {
                        spriteGridSave.GridTexturesArray[i - numberToChopOffBottom][j - numberToChopOffLeft] =
                            textureGrid.Textures[i][j].SourceFile();
                    }
                    else
                    {
                        spriteGridSave.GridTexturesArray[i - numberToChopOffBottom][j - numberToChopOffLeft] = null;
                    }
                }
            }
            #endregion

            spriteGridSave.AnimationChainGridSave = AnimationChainGridSave.FromAnimationChainGrid(
                spriteGrid.AnimationChainGrid);

            spriteGridSave.DisplayRegionGridSave = DisplayRegionGridSave.FromDisplayRegionGrid(
                spriteGrid.DisplayRegionGrid);

#if FRB_XNA
            spriteGridSave.Blueprint.Ordered = spriteGrid.OrderingMode == FlatRedBall.Graphics.OrderingMode.DistanceFromCamera;
#else
            spriteGridSave.Blueprint.Ordered = spriteGrid.Blueprint.mOrdered;
#endif
            spriteGridSave.CreatesAutomaticallyUpdatedSprites = spriteGrid.CreatesAutomaticallyUpdatedSprites;
            spriteGridSave.CreatesParticleSprites             = spriteGrid.CreatesParticleSprites;
            //spriteGridSave.DrawDefaultTile = spriteGrid.DrawDefaultTile;
            //spriteGridSave.DrawableBatch = spriteGrid.DrawableBatch;

            spriteGridSave.CropOutOfBoundsPaintedSprites();

            return(spriteGridSave);
        }
Пример #25
0
        public void ClickGrid(SpriteGrid gridClicked, Sprite spriteClicked)
        {
            #region if eyedropper is pressed, don't select the grid, just grab the texture
            if (GuiData.ToolsWindow.eyedropper.IsPressed)
            {
                GameData.Cursor.ClickSprite(spriteClicked);
            }
            #endregion

            #region Select the grid - eyedropper is not down
            else
            {
                newlySelectedCurrentSprite     = null;
                newlySelectedCurrentSpriteGrid = null;

                #region if selecting a new grid, not painting, and changes have been made
                if ((gridClicked != CurrentSpriteGrid || currentSprites.Contains(spriteClicked) == false || spriteClicked == null) &&
                    GuiData.ToolsWindow.paintButton.IsPressed == false &&
                    ShouldAskUserIfChangesShouldBeApplied(gridClicked, spriteClicked))
                {
                    // The user may have changed the texture coordinates on the
                    // selected Sprite.  This should result in the new texture coordinates
                    // being "painted" on the SpriteGrid at the given location.
                    PaintTextureCoordinatesOnCurrentSpriteInGrid();
                    newlySelectedCurrentSprite     = spriteClicked;
                    newlySelectedCurrentSpriteGrid = gridClicked;
                    AskIfChangesShouldBeApplied(null);
                }
                #endregion

                #region else, do not need to ask if changes should be applied
                else
                {
                    if (GuiData.ToolsWindow.paintButton.IsPressed == false &&
                        GameData.EditorLogic.CurrentSprites.Contains(spriteClicked) == false)
                    {
                        if (spriteClicked != null)
                        {
                            oldPosition = spriteClicked.Position;
                        }
                        else
                        {
                            oldPosition = Vector3.Empty;
                        }

                        PaintTextureCoordinatesOnCurrentSpriteInGrid();
                    }

                    if (CurrentSpriteGrid != gridClicked)
                    {
                        GameData.DeselectCurrentSprites();
                    }

                    CurrentSpriteGrid = gridClicked;

                    // attach the grid border
                    mSpriteGridBorder.AttachTo(CurrentSpriteGrid);

                    GameData.Cursor.ClickSprite(spriteClicked);

                    SpriteGridGrabbed = gridClicked;
                    mSpriteGrabbed    = spriteClicked;

                    if (gridClicked != null)
                    {
                        UndoManager.AddToWatch <Sprite>(gridClicked.Blueprint);


                        UndoManager.AddToWatch <SpriteGrid>(gridClicked);
                    }
                    GuiData.ListWindow.SpriteGridListBox.HighlightObject(gridClicked, false);
                }
                #endregion

                cursor.ObjectGrabbed = spriteClicked;

                if (gridClicked == null)
                {
                    return;
                }

                #region Change the convert to sprite grid button to "Modify Sprite Grid"
                GuiData.ToolsWindow.convertToSpriteGridButton.Enabled = true;
                GuiData.ToolsWindow.convertToSpriteGridButton.Text    = "Modify Sprite Grid";
                #endregion
            }
            #endregion
        }