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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended.TextureAtlases;
namespace Celesteia.UI.Elements {
public class Image : Element {
private Texture2D _texture;
public Color _color;
public Image(Rect rect) {
SetRect(rect);
}
public Image SetTexture(Texture2D texture) {
_texture = texture;
return this;
}
public Image SetColor(Color color) {
_color = color;
return this;
}
public Image SetPivotPoint(Vector2 pivot) {
SetPivot(pivot);
return this;
}
private TextureAtlas _patches;
private int _patchSize;
public Image MakePatches(int size) {
if (_texture != null) {
_patchSize = size;
_patches = TextureAtlas.Create("patches", _texture, _patchSize, _patchSize);
}
return this;
}
public override void Draw(SpriteBatch spriteBatch)
{
if (_patches != null) ImageUtilities.DrawPatched(spriteBatch, GetRectangle(), _patches, _patchSize, _color);
else spriteBatch.Draw(GetTexture(spriteBatch), GetRectangle(), null, _color);
}
public Texture2D GetTexture(SpriteBatch spriteBatch)
{
if (_texture == null) {
// Make a new texture.
_texture = new Texture2D(spriteBatch.GraphicsDevice, 1, 1);
// Set the default texture to one gray pixel.
_texture.SetData(new[] { Color.Gray });
}
return _texture;
}
}
}
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