Created
April 6, 2016 15:15
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A class that emulates the API of Unity's Texture2D but uses int as references to color index instead of the color class.
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using System; | |
namespace PixelVision.Engine.Chips.Graphics.Sprites | |
{ | |
public interface ITextureData | |
{ | |
int width { get; } | |
int height { get; } | |
int GetPixel(int x, int y); | |
void SetPixel(int x, int y, int value); | |
int[] GetPixels(); | |
int[] GetPixels(int x, int y, int blockWidth, int blockHeight); | |
void SetPixels(int[] pixels); | |
void SetPixels(int x, int y, int blockWidth, int blockHeight, int[] pixels); | |
void Resize(int width, int height); | |
} | |
public class TextureData : ITextureData | |
{ | |
protected int[] pixels = new int[0]; | |
public TextureData(int width, int height) | |
{ | |
Resize(width, height); | |
} | |
public int width { get; private set; } | |
public int height { get; private set; } | |
public int GetPixel(int x, int y) | |
{ | |
var index = x + width*y; | |
return pixels[index]; | |
} | |
public int[] GetPixels() | |
{ | |
var total = width*height; | |
var copy = new int[total]; | |
Array.Copy(pixels, copy, total); | |
return copy; | |
} | |
public int[] GetPixels(int x, int y, int blockWidth, int blockHeight) | |
{ | |
var total = blockWidth*blockHeight; | |
var copy = new int[total]; | |
GridLoop(x, y, blockWidth, blockHeight, (index, x1, y1) => { copy[index] = GetPixel(x1, y1); }); | |
return copy; | |
} | |
public void SetPixel(int x, int y, int value) | |
{ | |
var index = x + width * y; | |
pixels[index] = value; | |
} | |
public void SetPixels(int[] pixels) | |
{ | |
Array.Copy(pixels, this.pixels, pixels.Length); | |
} | |
public void SetPixels(int x, int y, int blockWidth, int blockHeight, int[] pixels) | |
{ | |
GridLoop(x, y, blockWidth, blockHeight, (index,x1, y1) => { SetPixel(x1, y1, pixels[index]); }); | |
} | |
public void Resize(int width, int height) | |
{ | |
this.width = width; | |
this.height = height; | |
Array.Resize(ref pixels, width*height); | |
} | |
protected void GridLoop(int x, int y, int blockWidth, int blockHeight, Action<int, int, int> fn) | |
{ | |
var total = blockWidth*blockHeight; | |
int column, newX, newY, row = 0; | |
var maxColumns = blockWidth - 1; | |
for (var i = 0; i < total; i++) | |
{ | |
column = i%blockWidth; | |
newX = i%blockWidth + x; | |
newY = row + y; | |
fn(i, newX, newY); | |
if (column == maxColumns) | |
{ | |
row++; | |
} | |
} | |
} | |
} | |
} |
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