SpriteDatabase creates sprites
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b881985b1b
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84e15883fd
@ -140,18 +140,7 @@ namespace SpriteLibrary
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{
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if (SI.SpriteName == SpriteName)
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{
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//This is the sprite. Pull out the image resource. then pull out the sprite.
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ResourceManager rm = myResourceManager;
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Image myImage = (Bitmap)rm.GetObject(SI.ImageName);
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if (myImage == null) return null; //break out if we do not have the image defined for this
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DestSprite = new Sprite(SI.StartPoint, theController, myImage, SI.Width, SI.Height, SI.AnimSpeed, SI.NumAnimations);
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int sizepercent = SI.ViewPercent;
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if (sizepercent < 5) sizepercent = 100;
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if (sizepercent > 300) sizepercent = 100;
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double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply.
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DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta)));
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DestSprite.SetName(SpriteName);
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//We have created a new sprite. Now, return a duplicate of that sprite.
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SI.CreateSprite(theController, this);
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return theController.DuplicateSprite(SpriteName);
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}
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}
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4
SpriteLibrary/SpriteEntryForm.Designer.cs
generated
4
SpriteLibrary/SpriteEntryForm.Designer.cs
generated
@ -52,8 +52,9 @@
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//
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// pbImageField
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//
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this.pbImageField.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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this.pbImageField.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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| System.Windows.Forms.AnchorStyles.Left)));
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this.pbImageField.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.pbImageField.Location = new System.Drawing.Point(5, 10);
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this.pbImageField.Name = "pbImageField";
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this.pbImageField.Size = new System.Drawing.Size(213, 253);
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@ -130,6 +131,7 @@
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//
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// btnCancel
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//
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this.btnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
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this.btnCancel.Location = new System.Drawing.Point(353, 259);
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this.btnCancel.Name = "btnCancel";
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this.btnCancel.Size = new System.Drawing.Size(75, 23);
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120
SpriteLibrary/SpriteEntryForm.resx
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120
SpriteLibrary/SpriteEntryForm.resx
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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@ -4,11 +4,19 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Drawing;
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using System.Resources;
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namespace SpriteLibrary
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{
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internal enum AnimationType { SpriteDefinition=0, Rotation=1, Mirror=2 }
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internal class AnimationInfo
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{
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public AnimationType FieldsToUse = AnimationType.SpriteDefinition;
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public int AnimationToUse = 0;
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public int RotationDegrees=0;
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public bool MirrorHorizontally = false;
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public bool MirrorVertically = false;
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public Point StartPoint = new Point(-1, -1);
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public string ImageName = "";
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public int Width = -1;
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@ -41,5 +49,45 @@ namespace SpriteLibrary
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{
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return SpriteDatabase.CloneByXMLSerializing<SpriteInfo>(this);
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}
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public Sprite CreateSprite(SpriteController ControllerToUse, SpriteDatabase TheDatabaseToUse)
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{
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Sprite DestSprite = null;
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for (int index = 0; index < Animations.Count; index++)
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{
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AnimationInfo CurrentAnimation = Animations[index];
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Image myImage = TheDatabaseToUse.GetImageFromName(CurrentAnimation.ImageName, true);
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if (myImage == null) return null; //break out if we do not have the image defined for this
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AnimationType AT = CurrentAnimation.FieldsToUse;
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if (index == 0) AT = AnimationType.SpriteDefinition; //the first one MUST be this.
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switch(AT)
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{
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case AnimationType.SpriteDefinition:
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if(DestSprite == null)//Creating the sprite from scratch
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{
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DestSprite = new Sprite(CurrentAnimation.StartPoint, ControllerToUse, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
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}
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else
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{
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DestSprite.AddAnimation(CurrentAnimation.StartPoint, myImage, CurrentAnimation.Width, CurrentAnimation.Height, CurrentAnimation.AnimSpeed, CurrentAnimation.NumFrames);
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}
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break;
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case AnimationType.Rotation:
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DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.RotationDegrees);
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break;
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case AnimationType.Mirror:
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DestSprite.AddAnimation(CurrentAnimation.AnimationToUse, CurrentAnimation.MirrorHorizontally,CurrentAnimation.MirrorVertically);
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break;
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}
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}
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int sizepercent = ViewPercent;
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if (sizepercent < 5) sizepercent = 100;
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if (sizepercent > 300) sizepercent = 100;
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double delta = (double)sizepercent / 100.0; //turn it into a double, and into something we can multiply.
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DestSprite.SetSize(new Size((int)(DestSprite.GetSize.Width * delta), (int)(DestSprite.GetSize.Height * delta)));
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DestSprite.SetName(SpriteName);
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//We have created a new sprite. Now, return a duplicate of that sprite.
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return DestSprite;
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}
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}
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}
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@ -78,6 +78,9 @@
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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<SubType>Designer</SubType>
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</EmbeddedResource>
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<EmbeddedResource Include="SpriteEntryForm.resx">
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<DependentUpon>SpriteEntryForm.cs</DependentUpon>
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<None Include="Resources\ChangeLog.rtf" />
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