SpritePacker/SpritePacker/Packer.cs

239 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Security.Cryptography;
using System.IO;
using System.Configuration;
using System.Drawing.Text;
namespace SpritePacker
{
public class Packer
{
private List<Sprite> sprites = new List<Sprite>();
public Packer()
{
}
public void Add(Sprite sprite)
{
sprites.Add(sprite);
}
public bool Remove(Sprite sprite)
{
return sprites.Remove(sprite);
}
public void Arrange()
{
List<Sprite> arrangedSprites = new List<Sprite>();
foreach(Sprite cspr in sprites)
{
Point scanLines = Point.Empty;
Point nextScanLines = scanLines;
while(true)
{
if (!cspr.IntersectsWith(arrangedSprites))
break;
// Scan along the X axis
cspr.Area.X = 0;
cspr.Area.Y = scanLines.Y;
bool foundPosition = false;
while(cspr.Area.X < scanLines.X)
{
if (!cspr.IntersectsWith(arrangedSprites))
{
foundPosition = true;
break;
}
// Get the edge furthest to the right
List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
Sprite rightProblem = problems[0];
foreach (Sprite probSpr in problems)
if (probSpr.Area.Right > rightProblem.Area.Right)
rightProblem = probSpr;
// Move up to the position furthest to the right
// NOTE: We may need to add one here.
cspr.Area.X = furthestRightPos + 1;
}
if (!foundPosition)
{
// We didn't find anything along the x axis - let's scan the y axis next
cspr.Area.X = scanLines.X;
cspr.Area.Y = 0;
while (cspr.Area.Y < scanLines.Y)
{
if (!cspr.IntersectsWith(arrangedSprites))
{
foundPosition = true;
break;
}
// Get the edge furthest downwards
List<Sprite> problems = cspr.GetIntersectors(arrangedSprites);
Sprite downProblem = problems[0];
foreach (Sprite probSpr in problems)
if (probSpr.Area.Bottom > downProblem.Area.Bottom)
downProblem = probSpr;
// Move up to the position furthest downwards
cspr.Area.Y = downProblem.Area.Bottom + 1;
}
}
// If we found a new position, then we don't need to move the scan lines up and try again
if (foundPosition)
break;
}
if (cspr.IntersectsWith(arrangedSprites))
{
// We have a conflict! Let's move it to try and sort this out.
List<Sprite> problemSprites = cspr.GetIntersectors(arrangedSprites);
// Find the problem sprite closest to (0, 0)
Sprite mainProblem = problemSprites[0];
foreach (Sprite pSpr in problemSprites) {
if ((pSpr.Area.X < mainProblem.Area.X && pSpr.Area.Y <= mainProblem.Area.Y) ||
(pSpr.Area.Y < mainProblem.Area.Y && pSpr.Area.X <= mainProblem.Area.X))
mainProblem = pSpr;
}
Point scanBox = new Point(mainProblem.Area.X, mainProblem.Area.Y);
}
else
{
arrangedSprites.Add(cspr);
}
}
}
}
public class Sprite
{
private Rectangle area;
private string filename;
public Rectangle Area
{
get { return area; }
set { area = value; }
}
public string Filename
{
get { return filename; }
set { filename = value; }
}
public Sprite(string inFilename)
{
Filename = inFilename;
// TODO: Fill in the area automagically based on the given image
throw new NotImplementedException("Todo: Fill in the area automagically based on the given image");
}
public static int GetLargestSize(List<Sprite> sprList)
{
int largestSoFar = 0;
foreach(Sprite spr in sprList)
{
if (spr.Area.Width > largestSoFar)
largestSoFar = spr.Area.Width;
}
}
public List<Sprite> GetIntersectors(List<Sprite> spriteList)
{
List<Sprite> result = new List<Sprite>();
foreach(Sprite spr in spriteList)
{
if (spr.IntersectsWith(this))
result.Add(spr);
}
return result;
}
public List<Sprite> GetIntersectorsX(List<Sprite> spriteList)
{
List<Sprite> result = new List<Sprite>();
foreach(Sprite spr in spriteList)
{
if (spr.IntersectsWithX(this))
result.Add(spr);
}
return result;
}
public List<Sprite> GetIntersectorsY(List<Sprite> spriteList)
{
List<Sprite> result = new List<Sprite>();
foreach(Sprite spr in spriteList)
{
if (spr.IntersectsWithY(this))
result.Add(spr);
}
return result;
}
public bool IntersectsWith(List<Sprite> otherSprites)
{
foreach (Sprite spr in otherSprites)
{
if (IntersectsWith(spr))
return true;
}
return false;
}
public bool IntersectsWith(Sprite otherSprite)
{
return otherSprite.Area.IntersectsWith(Area);
}
public bool IntersectsWithX(List<Sprite> otherSprites)
{
foreach (Sprite spr in otherSprites)
{
if (IntersectsWithX(spr))
return true;
}
return false;
}
public bool IntersectsWithY(List<Sprite> otherSprites)
{
foreach (Sprite spr in otherSprites)
{
if (IntersectsWithY(spr))
return true;
}
return false;
}
public bool IntersectsWithX(Sprite otherSprite)
{
if(Area.Right > otherSprite.Area.X &&
Area.X < otherSprite.Area.Right)
return true;
else
return false;
}
public bool IntersectsWithY(Sprite otherSprite)
{
if(Area.Bottom > otherSprite.Area.Y &&
Area.Y < otherSprite.Area.Bottom)
return true;
else
return false;
}
}
}