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MLEM/MLEM.Extended/Tiled/IndividualTiledMapRenderer.cs

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using System;
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Cameras;
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using MLEM.Extensions;
using MLEM.Misc;
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using MonoGame.Extended.Tiled;
using RectangleF = MonoGame.Extended.RectangleF;
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namespace MLEM.Extended.Tiled {
/// <summary>
/// A tiled map renderer that renders each tile individually, while optionally supplying a depth for each tile.
/// Rendering in this manner allows for entities to be behind or in front of buildings based on their y height.
/// </summary>
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public class IndividualTiledMapRenderer {
private TiledMap map;
private TileDrawInfo[,,] drawInfos;
private GetDepth depthFunction;
private List<TiledMapTilesetAnimatedTile> animatedTiles;
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/// <summary>
/// Creates a new individual tiled map renderer using the given map and depth function
/// </summary>
/// <param name="map">The map to use</param>
/// <param name="depthFunction">The depth function to use</param>
public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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if (map != null)
this.SetMap(map, depthFunction);
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}
/// <summary>
/// Sets this individual tiled map renderer's map and depth function
/// </summary>
/// <param name="map">The map to use</param>
/// <param name="depthFunction">The depth function to use</param>
public void SetMap(TiledMap map, GetDepth depthFunction = null) {
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this.map = map;
this.depthFunction = depthFunction ?? ((tile, layer, layerIndex, position) => 0);
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this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
for (var i = 0; i < map.TileLayers.Count; i++) {
for (var x = 0; x < map.Width; x++) {
for (var y = 0; y < map.Height; y++) {
this.UpdateDrawInfo(i, x, y);
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}
}
}
this.animatedTiles = new List<TiledMapTilesetAnimatedTile>();
foreach (var tileset in map.Tilesets) {
foreach (var tile in tileset.Tiles) {
if (tile is TiledMapTilesetAnimatedTile animated) {
this.animatedTiles.Add(animated);
}
}
}
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}
/// <summary>
/// Updates the rendering information for the tile in the given layer, x and y.
/// </summary>
/// <param name="layerIndex">The index of the layer in <see cref="TiledMap.TileLayers"/></param>
/// <param name="x">The x coordinate of the tile</param>
/// <param name="y">The y coordinate of the tile</param>
public void UpdateDrawInfo(int layerIndex, int x, int y) {
var layer = this.map.TileLayers[layerIndex];
var tile = layer.GetTile(x, y);
if (tile.IsBlank) {
this.drawInfos[layerIndex, x, y] = null;
return;
}
var tileset = tile.GetTileset(this.map);
var tilesetTile = tileset.GetTilesetTile(tile, this.map);
var pos = new Point(x, y);
var depth = this.depthFunction(tile, layer, layerIndex, pos);
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this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tile, tileset, tilesetTile, pos, depth);
}
/// <summary>
/// Draws this individual tiled map renderer.
/// Optionally, a frustum can be supplied that determines which positions, in pixel space, are visible at this time. <see cref="Camera"/> provides <see cref="Camera.GetVisibleRectangle"/> for this purpose.
/// </summary>
/// <param name="batch">The sprite batch to use</param>
/// <param name="frustum">The area that is visible, in pixel space.</param>
/// <param name="drawFunction">The draw function to use, or null for default</param>
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public void Draw(SpriteBatch batch, RectangleF? frustum = null, DrawDelegate drawFunction = null) {
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for (var i = 0; i < this.map.TileLayers.Count; i++) {
if (this.map.TileLayers[i].IsVisible)
this.DrawLayer(batch, i, frustum, drawFunction);
}
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}
/// <summary>
/// Draws the given layer of this individual tiled map renderer.
/// Optionally, a frustum can be supplied that determines which positions, in pixel space, are visible at this time. <see cref="Camera"/> provides <see cref="Camera.GetVisibleRectangle"/> for this purpose.
/// </summary>
/// <param name="batch">The sprite batch to use</param>
/// <param name="layerIndex">The index of the layer in <see cref="TiledMap.TileLayers"/></param>
/// <param name="frustum">The area that is visible, in pixel space.</param>
/// <param name="drawFunction">The draw function to use, or null for default</param>
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public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null, DrawDelegate drawFunction = null) {
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var frust = frustum ?? new RectangleF(0, 0, float.MaxValue, float.MaxValue);
var minX = Math.Max(0, frust.Left / this.map.TileWidth).Floor();
var minY = Math.Max(0, frust.Top / this.map.TileHeight).Floor();
var maxX = Math.Min(this.map.Width, frust.Right / this.map.TileWidth).Ceil();
var maxY = Math.Min(this.map.Height, frust.Bottom / this.map.TileHeight).Ceil();
for (var x = minX; x < maxX; x++) {
for (var y = minY; y < maxY; y++) {
var info = this.drawInfos[layerIndex, x, y];
if (info != null)
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info.Draw(batch, drawFunction);
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}
}
}
/// <summary>
/// Update all of the animated tiles in this individual tiled map renderer
/// </summary>
/// <param name="time">The game's time</param>
public void UpdateAnimations(GameTime time) {
foreach (var animation in this.animatedTiles)
animation.Update(time);
}
/// <summary>
/// A delegate method used for <see cref="IndividualTiledMapRenderer.depthFunction"/>.
/// The idea is to return a depth (between 0 and 1) for the given tile that determines where in the sprite batch it should be rendererd.
/// Note that, for this depth function to take effect, the sprite batch needs to begin with <see cref="SpriteSortMode.FrontToBack"/> or <see cref="SpriteSortMode.BackToFront"/>.
/// </summary>
/// <param name="tile">The tile whose depth to get</param>
/// <param name="layer">The layer the tile is on</param>
/// <param name="layerIndex">The index of the layer in <see cref="TiledMap.TileLayers"/></param>
/// <param name="position">The tile position of this tile</param>
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public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
/// <summary>
/// A delegate method used for drawing an <see cref="IndividualTiledMapRenderer"/>.
/// </summary>
/// <param name="batch">The sprite batch to use for drawing</param>
/// <param name="info">The <see cref="TileDrawInfo"/> to draw</param>
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public delegate void DrawDelegate(SpriteBatch batch, TileDrawInfo info);
/// <summary>
/// A tile draw info contains information about a tile at a given map location.
/// It caches a lot of data that is required for drawing a tile efficiently.
/// </summary>
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public class TileDrawInfo : GenericDataHolder {
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/// <summary>
/// The renderer used by this info
/// </summary>
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public readonly IndividualTiledMapRenderer Renderer;
/// <summary>
/// The tiled map tile to draw
/// </summary>
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public readonly TiledMapTile Tile;
/// <summary>
/// The tileset that <see cref="Tile"/> is on
/// </summary>
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public readonly TiledMapTileset Tileset;
/// <summary>
/// The tileset tile that corresponds to <see cref="Tile"/>
/// </summary>
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public readonly TiledMapTilesetTile TilesetTile;
/// <summary>
/// The position, in tile space, of <see cref="Tile"/>
/// </summary>
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public readonly Point Position;
/// <summary>
/// The depth calculated by the depth function
/// </summary>
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public readonly float Depth;
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internal TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTile tile, TiledMapTileset tileset, TiledMapTilesetTile tilesetTile, Point position, float depth) {
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this.Renderer = renderer;
this.Tile = tile;
this.Tileset = tileset;
this.TilesetTile = tilesetTile;
this.Position = position;
this.Depth = depth;
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}
/// <summary>
/// Draws this tile draw info with the default settings.
/// </summary>
/// <param name="batch">The sprite batch to use for drawing</param>
/// <param name="drawFunction">The draw function used to draw, or null if there is no override</param>
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public void Draw(SpriteBatch batch, DrawDelegate drawFunction) {
if (drawFunction == null) {
var region = this.Tileset.GetTextureRegion(this.TilesetTile);
var effects = this.Tile.GetSpriteEffects();
var drawPos = new Vector2(this.Position.X * this.Renderer.map.TileWidth, this.Position.Y * this.Renderer.map.TileHeight);
batch.Draw(this.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, this.Depth);
} else {
drawFunction(batch, this);
}
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}
}
}
}