/*
* StaticSprite.cs
* Authors: August Zinsser, Adam Nabinger
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace MaritimeDefender
{
///
/// A very simple class for drawing a static image, designed to be used by HUD elements. Game objects should use Entity instead of this struct.
///
public class StaticSprite
{
#region Fields
///
/// The position and dimensions of the sprite
///
internal Rectangle Location;
///
/// The Z depth position for the sprite
///
internal float ZDepth;
///
/// The path name of the texture file to use
///
internal readonly string TextureName;
///
/// The texture that represents the sprite
///
internal Texture2D Texture;
///
/// The color tint of the sprite
///
internal Color Tint;
///
/// The position of the sprite
///
internal Vector2 Origin;
#endregion
#region Creation
///
/// Constructor
///
/// The position and dimensions of the sprite
/// The z dpeth of the sprite for draw order
/// The path name of the texture file to use
public StaticSprite(Rectangle location, float zDepth, string textureName)
{
Location = location;
ZDepth = zDepth;
TextureName = textureName;
Tint = Color.White;
}
#endregion
#region Management
///
/// Loads in all necessary information for all content dependent objects
///
/// Reference to the current content manager for loading in content
public void LoadContent(ContentManager Content)
{
Texture = Content.Load(TextureName);
Origin = new Vector2(Texture.Width * 0.5f, Texture.Height * 0.5f);
}
#endregion
#region Render
///
/// Draw to the given spritebatch
///
/// Reference to the current sprite batch for rendering textures
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw( Texture, Location, null, Tint, 0f, Origin, SpriteEffects.None, ZDepth);
}
#endregion
}
}