TextureAtlas
Namespace: Murder.Core.Graphics
Assembly: Murder.dll
public class TextureAtlas : IDisposable
A texture atlas, the texture2D can be loaded and unloaded from the GPU at any time We will keep the texture lists in memory all the time, though.
Implements: IDisposable
⭐ Constructors
public TextureAtlas(string name, AtlasId id)
Parameters
name
string
id
AtlasId
⭐ Properties
CountEntries
public int CountEntries { get; }
Returns
int
Id
public readonly AtlasId Id;
Returns
AtlasId
Name
public readonly string Name;
Returns
string
⭐ Methods
Get(string)
public AtlasCoordinates Get(string id)
Parameters
id
string
Returns
AtlasCoordinates
HasId(string)
public bool HasId(string id)
Parameters
id
string
Returns
bool
TryCreateTexture(string, out Texture2D&)
public bool TryCreateTexture(string id, Texture2D& texture)
Parameters
id
string
texture
Texture2D&
Returns
bool
TryGet(string, out AtlasCoordinates&)
public bool TryGet(string id, AtlasCoordinates& coord)
Parameters
id
string
coord
AtlasCoordinates&
Returns
bool
GetAllEntries()
public IEnumerable<T> GetAllEntries()
Returns
IEnumerable<T>
CreateTextureFromAtlas(AtlasCoordinates, SurfaceFormat, float)
public Texture2D CreateTextureFromAtlas(AtlasCoordinates textureCoord, SurfaceFormat format, float scale)
This creates a new texture on the fly and should be AVOIDED!. Use Get
instead.
Parameters
textureCoord
AtlasCoordinates
format
SurfaceFormat
scale
float
Returns
Texture2D
CreateTextureFromAtlas(string)
public Texture2D CreateTextureFromAtlas(string id)
This creates a new texture on the fly and should be AVOIDED!. Use Get
instead.
Parameters
id
string
Returns
Texture2D
Dispose()
public virtual void Dispose()
LoadTextures()
public void LoadTextures()
PopulateAtlas(IEnumerable)
public void PopulateAtlas(IEnumerable<T> entries)
Parameters
entries
IEnumerable<T>
UnloadTextures()
public void UnloadTextures()
⚡