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42993f1a0b | |||
0a93fb7da7 |
4 changed files with 215 additions and 7 deletions
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@ -49,6 +49,13 @@ Removals
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- Marked old Draw and DrawTransformed overloads as obsolete in favor of SpriteBatchContext ones
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- Marked Tooltip.Paragraph as obsolete in favor of new Paragraphs collection
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### MLEM.Extended
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Additions
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- Added LayerPositionF
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Improvements
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- Allow using a StaticSpriteBatch to render an IndividualTiledMapRenderer
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### MLEM.Data
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Additions
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- Added the ability to add padding to RuntimeTexturePacker texture regions
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@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Cameras;
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using MLEM.Extensions;
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using MLEM.Graphics;
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using MLEM.Misc;
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using MonoGame.Extended.Tiled;
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using RectangleF = MonoGame.Extended.RectangleF;
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@ -92,6 +93,20 @@ namespace MLEM.Extended.Tiled {
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}
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}
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/// <summary>
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/// Adds this individual tiled map renderer to the given <see cref="StaticSpriteBatch"/>.
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/// 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.
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/// </summary>
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/// <param name="batch">The static sprite batch to use for drawing.</param>
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/// <param name="frustum">The area that is visible, in pixel space.</param>
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/// <param name="addFunction">The add function to use, or null to use <see cref="DefaultAdd"/>.</param>
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public void Add(StaticSpriteBatch batch, RectangleF? frustum = null, AddDelegate addFunction = null) {
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for (var i = 0; i < this.map.TileLayers.Count; i++) {
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if (this.map.TileLayers[i].IsVisible)
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this.AddLayer(batch, i, frustum, addFunction);
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}
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}
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/// <summary>
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/// Draws the given layer of this individual tiled map renderer.
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/// 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.
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@ -102,11 +117,7 @@ namespace MLEM.Extended.Tiled {
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/// <param name="drawFunction">The draw function to use, or null to use <see cref="DefaultDraw"/></param>
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public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null, DrawDelegate drawFunction = null) {
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var draw = drawFunction ?? DefaultDraw;
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var frust = frustum ?? new RectangleF(0, 0, float.MaxValue, float.MaxValue);
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var minX = Math.Max(0, frust.Left / this.map.TileWidth).Floor();
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var minY = Math.Max(0, frust.Top / this.map.TileHeight).Floor();
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var maxX = Math.Min(this.map.Width, frust.Right / this.map.TileWidth).Ceil();
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var maxY = Math.Min(this.map.Height, frust.Bottom / this.map.TileHeight).Ceil();
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var (minX, minY, maxX, maxY) = this.GetFrustum(frustum);
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for (var x = minX; x < maxX; x++) {
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for (var y = minY; y < maxY; y++) {
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var info = this.drawInfos[layerIndex, x, y];
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@ -116,6 +127,26 @@ namespace MLEM.Extended.Tiled {
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}
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}
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/// <summary>
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/// Adds the given layer of this individual tiled map renderer to the given <see cref="StaticSpriteBatch"/>.
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/// 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.
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/// </summary>
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/// <param name="batch">The static sprite batch to use for drawing.</param>
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/// <param name="layerIndex">The index of the layer in <see cref="TiledMap.TileLayers"/>.</param>
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/// <param name="frustum">The area that is visible, in pixel space.</param>
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/// <param name="addFunction">The add function to use, or null to use <see cref="DefaultAdd"/>.</param>
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public void AddLayer(StaticSpriteBatch batch, int layerIndex, RectangleF? frustum = null, AddDelegate addFunction = null) {
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var add = addFunction ?? DefaultAdd;
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var (minX, minY, maxX, maxY) = this.GetFrustum(frustum);
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for (var x = minX; x < maxX; x++) {
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for (var y = minY; y < maxY; y++) {
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var info = this.drawInfos[layerIndex, x, y];
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if (info != null)
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add(batch, info);
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}
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}
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}
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/// <summary>
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/// Update all of the animated tiles in this individual tiled map renderer
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/// </summary>
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@ -125,8 +156,17 @@ namespace MLEM.Extended.Tiled {
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animation.Update(time);
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}
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private (int MinX, int MinY, int MaxX, int MaxY) GetFrustum(RectangleF? frustum) {
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var frust = frustum ?? new RectangleF(0, 0, float.MaxValue, float.MaxValue);
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var minX = Math.Max(0, frust.Left / this.map.TileWidth).Floor();
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var minY = Math.Max(0, frust.Top / this.map.TileHeight).Floor();
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var maxX = Math.Min(this.map.Width, frust.Right / this.map.TileWidth).Ceil();
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var maxY = Math.Min(this.map.Height, frust.Bottom / this.map.TileHeight).Ceil();
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return (minX, minY, maxX, maxY);
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}
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/// <summary>
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/// The default implementation of <see cref="DrawDelegate"/> that is used by <see cref="SetMap"/> if no custom draw function is passed
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/// The default implementation of <see cref="DrawDelegate"/> that is used by <see cref="Draw"/> if no custom draw function is passed.
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/// </summary>
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/// <param name="batch">The sprite batch to use for drawing</param>
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/// <param name="info">The <see cref="TileDrawInfo"/> to draw</param>
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@ -137,6 +177,18 @@ namespace MLEM.Extended.Tiled {
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batch.Draw(info.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, info.Depth);
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}
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/// <summary>
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/// The default implementation of <see cref="AddDelegate"/> that is used by <see cref="Add"/> if no custom add function is passed.
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/// </summary>
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/// <param name="batch">The static sprite batch to use for drawing.</param>
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/// <param name="info">The <see cref="TileDrawInfo"/> to add.</param>
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public static void DefaultAdd(StaticSpriteBatch batch, TileDrawInfo info) {
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var region = info.Tileset.GetTextureRegion(info.TilesetTile);
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var effects = info.Tile.GetSpriteEffects();
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var drawPos = new Vector2(info.Position.X * info.Renderer.map.TileWidth, info.Position.Y * info.Renderer.map.TileHeight);
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batch.Add(info.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, info.Depth);
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}
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/// <summary>
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/// A delegate method used for <see cref="IndividualTiledMapRenderer.depthFunction"/>.
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/// 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.
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@ -155,6 +207,13 @@ namespace MLEM.Extended.Tiled {
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/// <param name="info">The <see cref="TileDrawInfo"/> to draw</param>
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public delegate void DrawDelegate(SpriteBatch batch, TileDrawInfo info);
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/// <summary>
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/// A delegate method used for adding an <see cref="IndividualTiledMapRenderer"/> to a <see cref="StaticSpriteBatch"/>.
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/// </summary>
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/// <param name="batch">The static sprite batch to use for drawing.</param>
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/// <param name="info">The <see cref="TileDrawInfo"/> to add.</param>
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public delegate void AddDelegate(StaticSpriteBatch batch, TileDrawInfo info);
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/// <summary>
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/// A tile draw info contains information about a tile at a given map location.
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/// It caches a lot of data that is required for drawing a tile efficiently.
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@ -4,7 +4,8 @@ using MonoGame.Extended.Tiled;
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namespace MLEM.Extended.Tiled {
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/// <summary>
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/// A struct that represents a position on a <see cref="TiledMap"/> with multiple layers.
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/// A struct that represents a position on a <see cref="TiledMap"/> with multiple layers, where the <see cref="X"/> and <see cref="Y"/> coordinates are 32-bit integer numbers.
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/// See <see cref="LayerPositionF"/> for a floating point position.
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/// </summary>
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[DataContract]
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public struct LayerPosition : IEquatable<LayerPosition> {
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@ -117,5 +118,14 @@ namespace MLEM.Extended.Tiled {
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return Add(left, -right);
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}
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/// <summary>
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/// Implicitly converts a <see cref="LayerPosition"/> to a <see cref="LayerPositionF"/>.
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/// </summary>
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/// <param name="position">The position to convert.</param>
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/// <returns>The converted position.</returns>
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public static implicit operator LayerPositionF(LayerPosition position) {
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return new LayerPositionF(position.Layer, position.X, position.Y);
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}
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}
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}
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132
MLEM.Extended/Tiled/LayerPositionF.cs
Normal file
132
MLEM.Extended/Tiled/LayerPositionF.cs
Normal file
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@ -0,0 +1,132 @@
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using System;
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using System.Runtime.Serialization;
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using MonoGame.Extended.Tiled;
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namespace MLEM.Extended.Tiled {
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/// <summary>
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/// A struct that represents a position on a <see cref="TiledMap"/> with multiple layers, where the <see cref="X"/> and <see cref="Y"/> coordinates are 32-bit floating point numbers.
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/// See <see cref="LayerPosition"/> for an integer position.
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/// </summary>
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[DataContract]
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public struct LayerPositionF : IEquatable<LayerPositionF> {
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/// <summary>
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/// The name of the layer that this position is on
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/// </summary>
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[DataMember]
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public string Layer;
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/// <summary>
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/// The x coordinate of this position
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/// </summary>
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[DataMember]
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public float X;
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/// <summary>
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/// The y coordinate of this position
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/// </summary>
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[DataMember]
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public float Y;
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/// <summary>
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/// Creates a new layer position with the given settings
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/// </summary>
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/// <param name="layerName">The layer name</param>
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/// <param name="x">The x coordinate</param>
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/// <param name="y">The y coordinate</param>
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public LayerPositionF(string layerName, float x, float y) {
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this.Layer = layerName;
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this.X = x;
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this.Y = y;
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}
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/// <inheritdoc cref="Equals(object)"/>
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public bool Equals(LayerPositionF other) {
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return this.Layer == other.Layer && this.X == other.X && this.Y == other.Y;
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}
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/// <summary>Indicates whether this instance and a specified object are equal.</summary>
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/// <param name="obj">The object to compare with the current instance.</param>
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/// <returns>true if <paramref name="obj">obj</paramref> and this instance are the same type and represent the same value; otherwise, false.</returns>
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public override bool Equals(object obj) {
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return obj is LayerPositionF other && this.Equals(other);
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}
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/// <summary>Returns the hash code for this instance.</summary>
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/// <returns>A 32-bit signed integer that is the hash code for this instance.</returns>
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public override int GetHashCode() {
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var hashCode = this.Layer.GetHashCode();
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hashCode = (hashCode * 397) ^ this.X.GetHashCode();
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hashCode = (hashCode * 397) ^ this.Y.GetHashCode();
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return hashCode;
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}
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/// <summary>Returns the fully qualified type name of this instance.</summary>
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/// <returns>The fully qualified type name.</returns>
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public override string ToString() {
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return $"{nameof(this.Layer)}: {this.Layer}, {nameof(this.X)}: {this.X}, {nameof(this.Y)}: {this.Y}";
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}
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/// <summary>
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/// Adds the given layer positions together, returning a new layer position with the sum of their coordinates.
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/// If the two layer positions' <see cref="Layer"/> differ, an <see cref="ArgumentException"/> is thrown.
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/// </summary>
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/// <param name="left">The left position.</param>
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/// <param name="right">The right position.</param>
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/// <returns>The sum of the positions.</returns>
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/// <exception cref="ArgumentException">Thrown if the two positions' <see cref="Layer"/> are not the same.</exception>
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public static LayerPositionF Add(LayerPositionF left, LayerPositionF right) {
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if (left.Layer != right.Layer)
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throw new ArgumentException("Cannot add layer positions on different layers");
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return new LayerPositionF(left.Layer, left.X + right.X, left.Y + right.Y);
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}
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/// <inheritdoc cref="Equals(LayerPositionF)"/>
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public static bool operator ==(LayerPositionF left, LayerPositionF right) {
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return left.Equals(right);
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}
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/// <inheritdoc cref="Equals(LayerPositionF)"/>
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public static bool operator !=(LayerPositionF left, LayerPositionF right) {
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return !left.Equals(right);
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}
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/// <summary>
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/// Returns the negative of the given layer position.
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/// </summary>
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/// <param name="position">The position to negate.</param>
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/// <returns>The negative position.</returns>
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public static LayerPositionF operator -(LayerPositionF position) {
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return new LayerPositionF(position.Layer, -position.X, -position.Y);
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}
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/// <summary>
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/// Returns the sum of the two layer positions using <see cref="Add"/>.
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/// </summary>
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/// <param name="left">The left position.</param>
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/// <param name="right">The right position.</param>
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/// <returns>The sum of the positions.</returns>
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public static LayerPositionF operator +(LayerPositionF left, LayerPositionF right) {
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return Add(left, right);
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}
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/// <summary>
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/// Subtracts the second from the first position using <see cref="Add"/>.
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/// </summary>
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/// <param name="left">The left position.</param>
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/// <param name="right">The right position.</param>
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/// <returns>The difference of the positions.</returns>
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public static LayerPositionF operator -(LayerPositionF left, LayerPositionF right) {
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return Add(left, -right);
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}
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/// <summary>
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/// Implicitly converts a <see cref="LayerPositionF"/> to a <see cref="LayerPosition"/>.
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/// The coordinates are typecast to 32-bit integers in the process.
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/// </summary>
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/// <param name="position">The position to convert.</param>
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/// <returns>The converted position.</returns>
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public static implicit operator LayerPosition(LayerPositionF position) {
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return new LayerPosition(position.Layer, (int) position.X, (int) position.Y);
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}
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}
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}
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