using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Cameras;
using MLEM.Extensions;
using MLEM.Graphics;
using MLEM.Misc;
using MonoGame.Extended.Tiled;
using RectangleF = MonoGame.Extended.RectangleF;
namespace MLEM.Extended.Tiled {
///
/// 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.
///
public class IndividualTiledMapRenderer {
private TiledMap map;
private TileDrawInfo[,,] drawInfos;
private GetDepth depthFunction;
private List animatedTiles;
///
/// Creates a new individual tiled map renderer using the given map and depth function
///
/// The map to use
/// The depth function to use. Defaults to a function that assigns a depth of 0 to every tile.
public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
if (map != null)
this.SetMap(map, depthFunction);
}
///
/// Sets this individual tiled map renderer's map and depth function
///
/// The map to use
/// The depth function to use. Defaults to a function that assigns a depth of 0 to every tile.
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);
}
}
}
this.animatedTiles = new List();
foreach (var tileset in map.Tilesets) {
foreach (var tile in tileset.Tiles) {
if (tile is TiledMapTilesetAnimatedTile animated) {
this.animatedTiles.Add(animated);
}
}
}
}
///
/// Updates the rendering information for the tile in the given layer, x and y.
///
/// The index of the layer in
/// The x coordinate of the tile
/// The y coordinate of the tile
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);
this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tile, tileset, tilesetTile, pos, depth);
}
///
/// Draws this individual tiled map renderer.
/// Optionally, a frustum can be supplied that determines which positions, in pixel space, are visible at this time. provides for this purpose.
///
/// The sprite batch to use
/// The area that is visible, in pixel space.
/// The draw function to use, or null to use
public void Draw(SpriteBatch batch, RectangleF? frustum = null, DrawDelegate drawFunction = null) {
for (var i = 0; i < this.map.TileLayers.Count; i++) {
if (this.map.TileLayers[i].IsVisible)
this.DrawLayer(batch, i, frustum, drawFunction);
}
}
///
/// Adds this individual tiled map renderer to the given .
/// Optionally, a frustum can be supplied that determines which positions, in pixel space, are visible at this time. provides for this purpose.
///
/// The static sprite batch to use for drawing.
/// The area that is visible, in pixel space.
/// The add function to use, or null to use .
public void Add(StaticSpriteBatch batch, RectangleF? frustum = null, AddDelegate addFunction = null) {
for (var i = 0; i < this.map.TileLayers.Count; i++) {
if (this.map.TileLayers[i].IsVisible)
this.AddLayer(batch, i, frustum, addFunction);
}
}
///
/// 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. provides for this purpose.
///
/// The sprite batch to use
/// The index of the layer in
/// The area that is visible, in pixel space.
/// The draw function to use, or null to use
public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null, DrawDelegate drawFunction = null) {
var draw = drawFunction ?? DefaultDraw;
var (minX, minY, maxX, maxY) = this.GetFrustum(frustum);
for (var x = minX; x < maxX; x++) {
for (var y = minY; y < maxY; y++) {
var info = this.drawInfos[layerIndex, x, y];
if (info != null)
draw(batch, info);
}
}
}
///
/// Adds the given layer of this individual tiled map renderer to the given .
/// Optionally, a frustum can be supplied that determines which positions, in pixel space, are visible at this time. provides for this purpose.
///
/// The static sprite batch to use for drawing.
/// The index of the layer in .
/// The area that is visible, in pixel space.
/// The add function to use, or null to use .
public void AddLayer(StaticSpriteBatch batch, int layerIndex, RectangleF? frustum = null, AddDelegate addFunction = null) {
var add = addFunction ?? DefaultAdd;
var (minX, minY, maxX, maxY) = this.GetFrustum(frustum);
for (var x = minX; x < maxX; x++) {
for (var y = minY; y < maxY; y++) {
var info = this.drawInfos[layerIndex, x, y];
if (info != null)
add(batch, info);
}
}
}
///
/// Update all of the animated tiles in this individual tiled map renderer
///
/// The game's time
public void UpdateAnimations(GameTime time) {
foreach (var animation in this.animatedTiles)
animation.Update(time);
}
private (int MinX, int MinY, int MaxX, int MaxY) GetFrustum(RectangleF? frustum) {
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();
return (minX, minY, maxX, maxY);
}
///
/// The default implementation of that is used by if no custom draw function is passed.
///
/// The sprite batch to use for drawing
/// The to draw
public static void DefaultDraw(SpriteBatch batch, TileDrawInfo info) {
var region = info.Tileset.GetTextureRegion(info.TilesetTile);
var effects = info.Tile.GetSpriteEffects();
var drawPos = new Vector2(info.Position.X * info.Renderer.map.TileWidth, info.Position.Y * info.Renderer.map.TileHeight);
batch.Draw(info.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, info.Depth);
}
///
/// The default implementation of that is used by if no custom add function is passed.
///
/// The static sprite batch to use for drawing.
/// The to add.
public static void DefaultAdd(StaticSpriteBatch batch, TileDrawInfo info) {
var region = info.Tileset.GetTextureRegion(info.TilesetTile);
var effects = info.Tile.GetSpriteEffects();
var drawPos = new Vector2(info.Position.X * info.Renderer.map.TileWidth, info.Position.Y * info.Renderer.map.TileHeight);
batch.Add(info.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, info.Depth);
}
///
/// A delegate method used for .
/// 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 or .
///
/// The tile whose depth to get
/// The layer the tile is on
/// The index of the layer in
/// The tile position of this tile
public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
///
/// A delegate method used for drawing an .
///
/// The sprite batch to use for drawing
/// The to draw
public delegate void DrawDelegate(SpriteBatch batch, TileDrawInfo info);
///
/// A delegate method used for adding an to a .
///
/// The static sprite batch to use for drawing.
/// The to add.
public delegate void AddDelegate(StaticSpriteBatch batch, TileDrawInfo info);
///
/// 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.
///
public class TileDrawInfo : GenericDataHolder {
///
/// The renderer used by this info
///
public readonly IndividualTiledMapRenderer Renderer;
///
/// The tiled map tile to draw
///
public readonly TiledMapTile Tile;
///
/// The tileset that is on
///
public readonly TiledMapTileset Tileset;
///
/// The tileset tile that corresponds to
///
public readonly TiledMapTilesetTile TilesetTile;
///
/// The position, in tile space, of
///
public readonly Point Position;
///
/// The depth calculated by the depth function
///
public readonly float Depth;
internal TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTile tile, TiledMapTileset tileset, TiledMapTilesetTile tilesetTile, Point position, float depth) {
this.Renderer = renderer;
this.Tile = tile;
this.Tileset = tileset;
this.TilesetTile = tilesetTile;
this.Position = position;
this.Depth = depth;
}
}
}
}