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move the depth function to assign depth statically

This commit is contained in:
Ellpeck 2019-09-18 18:47:10 +02:00
parent d2f4af23a5
commit 6f8a414ee2

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@ -10,17 +10,17 @@ namespace MLEM.Extended.Tiled {
private TiledMap map;
private TileDrawInfo[,,] drawInfos;
public GetDepth DepthFunction = (tile, layer, layerIndex, position) => 0;
public IndividualTiledMapRenderer(TiledMap map = null) {
public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
if (map != null)
this.SetMap(map);
this.SetMap(map, depthFunction);
}
public void SetMap(TiledMap map) {
public void SetMap(TiledMap map, GetDepth depthFunction = null) {
if (this.map == map)
return;
this.map = map;
var depthFunc = depthFunction ?? ((tile, layer, layerIndex, position) => 0);
this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
for (var i = 0; i < map.TileLayers.Count; i++) {
@ -32,7 +32,9 @@ namespace MLEM.Extended.Tiled {
continue;
var tileset = tile.GetTileset(map);
var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, map));
this.drawInfos[i, x, y] = new TileDrawInfo(this, tile, layer, i, tileset, new Point(x, y), source);
var pos = new Point(x, y);
var depth = depthFunc(tile, layer, i, pos);
this.drawInfos[i, x, y] = new TileDrawInfo(this, tileset, pos, source, depth);
}
}
}
@ -64,27 +66,22 @@ namespace MLEM.Extended.Tiled {
private class TileDrawInfo {
private readonly IndividualTiledMapRenderer renderer;
private readonly TiledMapTile tile;
private readonly TiledMapTileLayer layer;
private readonly int layerIndex;
private readonly TiledMapTileset tileset;
private readonly Point position;
private readonly Rectangle source;
private readonly float depth;
public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, TiledMapTileset tileset, Point position, Rectangle source) {
public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, Point position, Rectangle source, float depth) {
this.renderer = renderer;
this.tile = tile;
this.layer = layer;
this.layerIndex = layerIndex;
this.tileset = tileset;
this.position = position;
this.source = source;
this.depth = depth;
}
public void Draw(SpriteBatch batch) {
var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
var depth = this.renderer.DepthFunction(this.tile, this.layer, this.layerIndex, this.position);
batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, depth);
batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth);
}
}