Compare commits
2 commits
4b2834fcff
...
7e4f7c1a61
Author | SHA1 | Date | |
---|---|---|---|
7e4f7c1a61 | |||
57b89d3c59 |
6 changed files with 337 additions and 18 deletions
19
.gitignore
vendored
19
.gitignore
vendored
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@ -2,18 +2,15 @@
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# Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
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[Bb]in/
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[Oo]bj/
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# mstest test results
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TestResults
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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*.userprefs
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*.sln.docstates
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# Build results
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[Dd]ebug/
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[Rr]elease/
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@ -37,32 +34,25 @@ x64/
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*.vspscc
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*.vssscc
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.builds
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opensdf
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*.sdf
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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# Guidance Automation Toolkit
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*.gpState
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# ReSharper is a .NET coding add-in
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_ReSharper*
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# NCrunch
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*.ncrunch*
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.*crunch*.local.xml
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# Installshield output folder
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[Ee]xpress
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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@ -72,23 +62,17 @@ DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish
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# Publish Web Output
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*.Publish.xml
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# NuGet Packages Directory
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packages
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# Windows Azure Build Output
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csx
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*.build.csdef
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# Windows Store app package directory
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AppPackages/
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# Others
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[Bb]in
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[Oo]bj
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@ -101,7 +85,6 @@ ClientBin
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~$*
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*.dbmdl
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Generated_Code #added for RIA/Silverlight projects
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# Backup & report files from converting an old project file to a newer
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# Visual Studio version. Backup files are not needed, because we have git ;-)
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_UpgradeReport_Files/
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17
SpritePacker.sln
Normal file
17
SpritePacker.sln
Normal file
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@ -0,0 +1,17 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpritePacker", "SpritePacker\SpritePacker.csproj", "{6EF47B64-1920-4827-BEEF-B262D5A2D214}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x86 = Debug|x86
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6EF47B64-1920-4827-BEEF-B262D5A2D214}.Debug|x86.ActiveCfg = Debug|x86
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{6EF47B64-1920-4827-BEEF-B262D5A2D214}.Debug|x86.Build.0 = Debug|x86
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{6EF47B64-1920-4827-BEEF-B262D5A2D214}.Release|x86.ActiveCfg = Release|x86
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{6EF47B64-1920-4827-BEEF-B262D5A2D214}.Release|x86.Build.0 = Release|x86
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EndGlobalSection
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EndGlobal
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238
SpritePacker/Packer.cs
Normal file
238
SpritePacker/Packer.cs
Normal file
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@ -0,0 +1,238 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Security.Cryptography;
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using System.IO;
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using System.Configuration;
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using System.Drawing.Text;
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namespace SpritePacker
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{
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public class Packer
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{
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private List<Sprite> sprites = new List<Sprite>();
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public Packer()
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{
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}
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public void Add(Sprite sprite)
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{
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sprites.Add(sprite);
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}
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public bool Remove(Sprite sprite)
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{
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return sprites.Remove(sprite);
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}
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public void Arrange()
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{
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List<Sprite> arrangedSprites = new List<Sprite>();
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foreach(Sprite cspr in sprites)
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{
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Point scanLines = Point.Empty;
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Point nextScanLines = scanLines;
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while(true)
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{
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if (!cspr.IntersectsWith(arrangedSprites))
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break;
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// Scan along the X axis
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cspr.Area.X = 0;
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cspr.Area.Y = scanLines.Y;
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bool foundPosition = false;
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while(cspr.Area.X < scanLines.X)
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{
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if (!cspr.IntersectsWith(arrangedSprites))
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{
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foundPosition = true;
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break;
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}
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// Get the edge furthest to the right
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List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
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Sprite rightProblem = problems[0];
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foreach (Sprite probSpr in problems)
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if (probSpr.Area.Right > rightProblem.Area.Right)
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rightProblem = probSpr;
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// Move up to the position furthest to the right
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// NOTE: We may need to add one here.
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cspr.Area.X = furthestRightPos + 1;
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}
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if (!foundPosition)
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{
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// We didn't find anything along the x axis - let's scan the y axis next
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cspr.Area.X = scanLines.X;
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cspr.Area.Y = 0;
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while (cspr.Area.Y < scanLines.Y)
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{
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if (!cspr.IntersectsWith(arrangedSprites))
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{
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foundPosition = true;
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break;
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}
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// Get the edge furthest downwards
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List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
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Sprite downProblem = problems[0];
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foreach (Sprite probSpr in problems)
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if (probSpr.Area.Bottom > downProblem.Area.Bottom)
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downProblem = probSpr;
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// Move up to the position furthest downwards
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cspr.Area.Y = downProblem.Area.Bottom + 1;
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}
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}
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// If we found a new position, then we don't need to move the scan lines up and try again
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if (foundPosition)
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break;
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}
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if (cspr.IntersectsWith(arrangedSprites))
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{
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// We have a conflict! Let's move it to try and sort this out.
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List<Sprite> problemSprites = cspr.GetIntersectors(arrangedSprites);
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// Find the problem sprite closest to (0, 0)
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Sprite mainProblem = problemSprites[0];
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foreach (Sprite pSpr in problemSprites) {
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if ((pSpr.Area.X < mainProblem.Area.X && pSpr.Area.Y <= mainProblem.Area.Y) ||
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(pSpr.Area.Y < mainProblem.Area.Y && pSpr.Area.X <= mainProblem.Area.X))
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mainProblem = pSpr;
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}
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Point scanBox = new Point(mainProblem.Area.X, mainProblem.Area.Y);
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}
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else
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{
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arrangedSprites.Add(cspr);
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}
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}
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}
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}
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public class Sprite
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{
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private Rectangle area;
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private string filename;
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public Rectangle Area
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{
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get { return area; }
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set { area = value; }
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}
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public string Filename
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{
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get { return filename; }
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set { filename = value; }
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}
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public Sprite(string inFilename)
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{
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Filename = inFilename;
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// TODO: Fill in the area automagically based on the given image
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throw new NotImplementedException("Todo: Fill in the area automagically based on the given image");
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}
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public static int GetLargestSize(List<Sprite> sprList)
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{
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int largestSoFar = 0;
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foreach(Sprite spr in sprList)
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{
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if (spr.Area.Width > largestSoFar)
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largestSoFar = spr.Area.Width;
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}
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}
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public List<Sprite> GetIntersectors(List<Sprite> spriteList)
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{
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List<Sprite> result = new List<Sprite>();
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foreach(Sprite spr in spriteList)
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{
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if (spr.IntersectsWith(this))
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result.Add(spr);
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}
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return result;
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}
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public List<Sprite> GetIntersectorsX(List<Sprite> spriteList)
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{
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List<Sprite> result = new List<Sprite>();
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foreach(Sprite spr in spriteList)
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{
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if (spr.IntersectsWithX(this))
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result.Add(spr);
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}
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return result;
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}
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public List<Sprite> GetIntersectorsY(List<Sprite> spriteList)
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{
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List<Sprite> result = new List<Sprite>();
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foreach(Sprite spr in spriteList)
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{
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if (spr.IntersectsWithY(this))
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result.Add(spr);
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}
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return result;
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}
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public bool IntersectsWith(List<Sprite> otherSprites)
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{
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foreach (Sprite spr in otherSprites)
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{
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if (IntersectsWith(spr))
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return true;
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}
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return false;
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}
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public bool IntersectsWith(Sprite otherSprite)
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{
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return otherSprite.Area.IntersectsWith(Area);
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}
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public bool IntersectsWithX(List<Sprite> otherSprites)
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{
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foreach (Sprite spr in otherSprites)
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{
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if (IntersectsWithX(spr))
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return true;
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}
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return false;
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}
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public bool IntersectsWithY(List<Sprite> otherSprites)
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{
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foreach (Sprite spr in otherSprites)
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{
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if (IntersectsWithY(spr))
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return true;
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}
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return false;
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}
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public bool IntersectsWithX(Sprite otherSprite)
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{
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if(Area.Right > otherSprite.Area.X &&
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Area.X < otherSprite.Area.Right)
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return true;
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else
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return false;
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}
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public bool IntersectsWithY(Sprite otherSprite)
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{
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if(Area.Bottom > otherSprite.Area.Y &&
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Area.Y < otherSprite.Area.Bottom)
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return true;
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else
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return false;
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}
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}
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}
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12
SpritePacker/Program.cs
Normal file
12
SpritePacker/Program.cs
Normal file
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using System;
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namespace SpritePacker
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{
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class Program
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{
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public static void Main(string[] args)
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{
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Console.WriteLine("Hello World!");
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}
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}
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}
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27
SpritePacker/Properties/AssemblyInfo.cs
Normal file
27
SpritePacker/Properties/AssemblyInfo.cs
Normal file
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using System.Reflection;
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using System.Runtime.CompilerServices;
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// Information about this assembly is defined by the following attributes.
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// Change them to the values specific to your project.
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[assembly: AssemblyTitle("SpritePacker")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("")]
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[assembly: AssemblyCopyright("Starbeamrainbowlabs")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
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// The form "{Major}.{Minor}.*" will automatically update the build and revision,
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// and "{Major}.{Minor}.{Build}.*" will update just the revision.
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[assembly: AssemblyVersion("1.0.*")]
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// The following attributes are used to specify the signing key for the assembly,
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// if desired. See the Mono documentation for more information about signing.
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//[assembly: AssemblyDelaySign(false)]
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//[assembly: AssemblyKeyFile("")]
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42
SpritePacker/SpritePacker.csproj
Normal file
42
SpritePacker/SpritePacker.csproj
Normal file
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@ -0,0 +1,42 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
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<ProjectGuid>{6EF47B64-1920-4827-BEEF-B262D5A2D214}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>SpritePacker</RootNamespace>
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<AssemblyName>SpritePacker</AssemblyName>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug</OutputPath>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<Externalconsole>true</Externalconsole>
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<PlatformTarget>x86</PlatformTarget>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
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<DebugType>full</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<Externalconsole>true</Externalconsole>
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<PlatformTarget>x86</PlatformTarget>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Drawing" />
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</ItemGroup>
|
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<ItemGroup>
|
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<Compile Include="Program.cs" />
|
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<Compile Include="Properties\AssemblyInfo.cs" />
|
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<Compile Include="Packer.cs" />
|
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</ItemGroup>
|
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
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</Project>
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Loading…
Reference in a new issue