Files
MonoGame.Extended/source/MonoGame.Extended.Content.Pipeline/TextureAtlases/TexturePackerWriter.cs
T
Christopher WhitleyandGitHub 3a5269cfea Reorganization (#909)
* Removed MonoGame.Extended.Animations
This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality.

* Rework BitmapFonts for new project organization.

* Cleanup namespaces

* Cleanup namespaces

* Move MonoGame.Extended.Collision into base project

* Moved MonoGame.Extended.Entities into base project

* Moved MonoGame.Extended.Graphics into base project

* Moved MonoGame.Extended.Graphics into base project

* Moved MonoGame.Extended.Input into base project

* Moved MonoGame.Extended.Particles into base project

* Moved MonoGame.Extended.Tiled into base project

* Moved MonoGame.Extended.Tiled into base project

* Moved MonoGame.Extended.Tweening into base project

* Removing SpriteFactory support
This will be added back in at a later date once the SpriteFactory application has been updated

* Update TexturePacker content import support

* Only needs to reference base project now

* Moved to Serialization namespace

* Moved  Json serialization to Serialization.Json namespace

* Moved TexturePacker content DTOs to the Content namespace

* Renamed to Texture2DRegion.Extensions.cs

* Cleaned up namespace

* Moved ReadTiledMapProperties into the ContentReaderExtensions

* Created an Extended content manager

* Moved Tweening tests to base test project

* Moved Tiled test to base test project

* Moved Entities Tests to base test project

* Moved Entities tests to base test project

* Moved Collisions tests to base test project

* Moved Pipeline Tiled test to Pipeline tests project

* Use `var` instead of full type name

* Add Tiled namespace

* Correct `Metadata` property name to new `Meta` property name

* Cleanup namespace

* Add effects namespace

* Add Content namespace

* Update using statements to new namespaces

* Move Pipeline Tiled tests to Pipeline test project

* Use correct namespace

* Use `var` instead of typing out nested types

* Remove unused namespaces

* Update to new namespaces

* Remove unused namespaces

* Update to new namespaces

* Remove dependency on Particles csproj

* Update included content on build

* Add embedded resources

* Merge multi csproj structure into single csproj structure

* TexturePackerPoint properties should be `double` not `int`

* Update csproj

* Use dotnet tool to rebuild effects

* Move effect compilation to targets file
This will ensure the effects are always built

* Fix workflow to build effects on linux

* Set wine path

* Export instead of using actions env section

* Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
2024-07-06 23:46:20 -04:00

45 lines
1.5 KiB
C#

// Copyright (c) Craftwork Games. All rights reserved.
// Licensed under the MIT license.
// See LICENSE file in the project root for full license information.
using System.IO;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;
using MonoGame.Extended.Graphics;
namespace MonoGame.Extended.Content.Pipeline.TextureAtlases;
[ContentTypeWriter]
public class TexturePackerWriter : ContentTypeWriter<TexturePackerProcessorResult>
{
protected override void Write(ContentWriter writer, TexturePackerProcessorResult result)
{
var tpFile = result.Data;
var imageAssetName = Path.GetFileNameWithoutExtension(tpFile.Meta.Image);
writer.Write(imageAssetName);
writer.Write(tpFile.Regions.Count);
foreach (var region in tpFile.Regions)
{
var regionName = Path.GetFileNameWithoutExtension(region.FileName);
writer.Write(region.Frame.X);
writer.Write(region.Frame.Y);
writer.Write(region.Frame.Width);
writer.Write(region.Frame.Height);
writer.Write(regionName);
}
}
public override string GetRuntimeType(TargetPlatform targetPlatform)
{
return typeof(Texture2DAtlas).AssemblyQualifiedName;
}
public override string GetRuntimeReader(TargetPlatform targetPlatform)
{
return typeof(ContentReaders.Texture2DAtlasReader).AssemblyQualifiedName;
}
}