using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Extensions; using MonoGame.Extended; using MonoGame.Extended.Tiled; namespace MLEM.Extended.Tiled { public class IndividualTiledMapRenderer { private TiledMap map; private TileDrawInfo[,,] drawInfos; private GetDepth depthFunction; public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) { if (map != null) this.SetMap(map, depthFunction); } public void SetMap(TiledMap map, GetDepth depthFunction = null) { this.map = map; this.depthFunction = 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++) { for (var x = 0; x < map.Width; x++) { for (var y = 0; y < map.Height; y++) { this.UpdateDrawInfo(i, x, y); } } } } public void UpdateDrawInfo(int layerIndex, int x, int y) { var layer = this.map.TileLayers[layerIndex]; var tile = layer.GetTile((ushort) x, (ushort) y); if (tile.IsBlank) return; var tileset = tile.GetTileset(this.map); var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, this.map)); var pos = new Point(x, y); var depth = this.depthFunction(tile, layer, layerIndex, pos); this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tileset, pos, source, depth); } public void Draw(SpriteBatch batch, RectangleF? frustum = null) { for (var i = 0; i < this.map.TileLayers.Count; i++) { this.DrawLayer(batch, i, frustum); } } public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null) { 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) info.Draw(batch); } } } public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position); private class TileDrawInfo { private readonly IndividualTiledMapRenderer renderer; private readonly TiledMapTileset tileset; private readonly Point position; private readonly Rectangle source; private readonly float depth; public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, Point position, Rectangle source, float depth) { this.renderer = renderer; 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); batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth); } } } }