Add the SpriteDatabase to a spritecontroller
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@ -36,6 +36,7 @@ namespace SpriteLibrary
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ResourceManager myResourceManager = null;
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string Filename = "";
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Size SnapGridSize = new Size(5, 5);
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System.Drawing.Icon LibIcon = null;
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/// <summary>
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/// The sprite database instantiation function. The filename can either be a file on the computer or it
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@ -86,6 +87,15 @@ namespace SpriteLibrary
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}
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}
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/// <summary>
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/// Change the Icon for the SpriteEntryForm
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/// </summary>
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/// <param name="toSet">An icon image</param>
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public void SetIcon(System.Drawing.Icon toSet)
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{
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LibIcon = toSet;
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}
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/// <summary>
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/// The SnapGrid is the block-size that your sprite will be. For example, I will often have sprites with
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/// a snapgrid of 50,50. This means that the sprite can be 50x50, 100x50, or anything with a step-size
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@ -155,11 +165,25 @@ namespace SpriteLibrary
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{
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SpriteEntryForm SEF = new SpriteEntryForm(this, SpriteInfoList, SnapGridSize);
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SEF.SetInitialSprite(FirstItemIndex);
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if (LibIcon != null) SEF.SetIcon(LibIcon);
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SEF.ShowDialog();
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//Use the updated list returned from the form.
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SpriteInfoList.Clear();
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SpriteInfoList.AddRange(SEF.GetUpdatedList());
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}
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/// <summary>
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/// Generate a new, named sprite from a sprite template stored in the database. Most of the time you do
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/// not want to use this yourself. SpriteControllers that are defined with a database will automatically
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/// look up sprite templates that they do not have sprites for. This function is just a wrapper for SmartDuplicateSprite.
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/// </summary>
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/// <param name="Name">The name of the sprite to load. Names are case-sensitive.</param>
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/// <param name="ControllerToUse">The sprite controller that will store the sprite in its cache</param>
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/// <returns>A new, named sprite, or null if no such template is found.</returns>
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public Sprite SpriteFromName(string Name, SpriteController ControllerToUse)
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{
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return SmartDuplicateSprite(ControllerToUse, Name, true);
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}
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#endregion
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#region General Functions
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