SpriteDatabase creates sprites

This commit is contained in:
Tim Young 2017-09-16 08:03:58 -05:00
parent b881985b1b
commit 84e15883fd
5 changed files with 175 additions and 13 deletions

View File

@ -140,18 +140,7 @@ namespace SpriteLibrary
{
if (SI.SpriteName == SpriteName)
{
//This is the sprite. Pull out the image resource. then pull out the sprite.
ResourceManager rm = myResourceManager;
Image myImage = (Bitmap)rm.GetObject(SI.ImageName);
if (myImage == null) return null; //break out if we do not have the image defined for this
DestSprite = new Sprite(SI.StartPoint, theController, myImage, SI.Width, SI.Height, SI.AnimSpeed, SI.NumAnimations);
int sizepercent = SI.ViewPercent;
if (sizepercent < 5) sizepercent = 100;
if (sizepercent > 300) sizepercent = 100;
double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply.
DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta)));
DestSprite.SetName(SpriteName);
//We have created a new sprite. Now, return a duplicate of that sprite.
SI.CreateSprite(theController, this);
return theController.DuplicateSprite(SpriteName);
}
}

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@ -52,8 +52,9 @@
//
// pbImageField
//
this.pbImageField.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
this.pbImageField.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)));
this.pbImageField.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.pbImageField.Location = new System.Drawing.Point(5, 10);
this.pbImageField.Name = "pbImageField";
this.pbImageField.Size = new System.Drawing.Size(213, 253);
@ -130,6 +131,7 @@
//
// btnCancel
//
this.btnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.btnCancel.Location = new System.Drawing.Point(353, 259);
this.btnCancel.Name = "btnCancel";
this.btnCancel.Size = new System.Drawing.Size(75, 23);

View File

@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View File

@ -4,11 +4,19 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using System.Resources;
namespace SpriteLibrary
{
internal enum AnimationType { SpriteDefinition=0, Rotation=1, Mirror=2 }
internal class AnimationInfo
{
public AnimationType FieldsToUse = AnimationType.SpriteDefinition;
public int AnimationToUse = 0;
public int RotationDegrees=0;
public bool MirrorHorizontally = false;
public bool MirrorVertically = false;
public Point StartPoint = new Point(-1, -1);
public string ImageName = "";
public int Width = -1;
@ -41,5 +49,45 @@ namespace SpriteLibrary
{
return SpriteDatabase.CloneByXMLSerializing<SpriteInfo>(this);
}
public Sprite CreateSprite(SpriteController ControllerToUse, SpriteDatabase TheDatabaseToUse)
{
Sprite DestSprite = null;
for (int index = 0; index < Animations.Count; index++)
{
AnimationInfo CurrentAnimation = Animations[index];
Image myImage = TheDatabaseToUse.GetImageFromName(CurrentAnimation.ImageName, true);
if (myImage == null) return null; //break out if we do not have the image defined for this
AnimationType AT = CurrentAnimation.FieldsToUse;
if (index == 0) AT = AnimationType.SpriteDefinition; //the first one MUST be this.
switch(AT)
{
case AnimationType.SpriteDefinition:
if(DestSprite == null)//Creating the sprite from scratch
{
DestSprite = new Sprite(CurrentAnimation.StartPoint, ControllerToUse, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
}
else
{
DestSprite.AddAnimation(CurrentAnimation.StartPoint, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
}
break;
case AnimationType.Rotation:
DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.RotationDegrees);
break;
case AnimationType.Mirror:
DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.MirrorHorizontally,CurrentAnimation.MirrorVertically);
break;
}
}
int sizepercent = ViewPercent;
if (sizepercent < 5) sizepercent = 100;
if (sizepercent > 300) sizepercent = 100;
double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply.
DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta)));
DestSprite.SetName(SpriteName);
//We have created a new sprite. Now, return a duplicate of that sprite.
return DestSprite;
}
}
}

View File

@ -78,6 +78,9 @@
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<EmbeddedResource Include="SpriteEntryForm.resx">
<DependentUpon>SpriteEntryForm.cs</DependentUpon>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<None Include="Resources\ChangeLog.rtf" />