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https://github.com/Ellpeck/MLEM.git
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204 lines
No EOL
9.9 KiB
C#
204 lines
No EOL
9.9 KiB
C#
using System;
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using System.Collections.Generic;
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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.Misc;
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using MonoGame.Extended.Tiled;
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using RectangleF = MonoGame.Extended.RectangleF;
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namespace MLEM.Extended.Tiled {
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/// <summary>
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/// A tiled map renderer that renders each tile individually, while optionally supplying a depth for each tile.
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/// Rendering in this manner allows for entities to be behind or in front of buildings based on their y height.
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/// </summary>
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public class IndividualTiledMapRenderer {
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private TiledMap map;
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private TileDrawInfo[,,] drawInfos;
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private GetDepth depthFunction;
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private List<TiledMapTilesetAnimatedTile> animatedTiles;
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/// <summary>
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/// Creates a new individual tiled map renderer using the given map and depth function
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/// </summary>
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/// <param name="map">The map to use</param>
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/// <param name="depthFunction">The depth function to use</param>
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public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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if (map != null)
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this.SetMap(map, depthFunction);
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}
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/// <summary>
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/// Sets this individual tiled map renderer's map and depth function
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/// </summary>
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/// <param name="map">The map to use</param>
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/// <param name="depthFunction">The depth function to use</param>
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public void SetMap(TiledMap map, GetDepth depthFunction = null) {
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this.map = map;
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this.depthFunction = depthFunction ?? ((tile, layer, layerIndex, position) => 0);
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this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
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for (var i = 0; i < map.TileLayers.Count; i++) {
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for (var x = 0; x < map.Width; x++) {
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for (var y = 0; y < map.Height; y++) {
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this.UpdateDrawInfo(i, x, y);
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}
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}
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}
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this.animatedTiles = new List<TiledMapTilesetAnimatedTile>();
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foreach (var tileset in map.Tilesets) {
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foreach (var tile in tileset.Tiles) {
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if (tile is TiledMapTilesetAnimatedTile animated) {
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this.animatedTiles.Add(animated);
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}
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}
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}
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}
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/// <summary>
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/// Updates the rendering information for the tile in the given layer, x and y.
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/// </summary>
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/// <param name="layerIndex">The index of the layer in <see cref="TiledMap.TileLayers"/></param>
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/// <param name="x">The x coordinate of the tile</param>
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/// <param name="y">The y coordinate of the tile</param>
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public void UpdateDrawInfo(int layerIndex, int x, int y) {
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var layer = this.map.TileLayers[layerIndex];
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var tile = layer.GetTile(x, y);
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if (tile.IsBlank) {
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this.drawInfos[layerIndex, x, y] = null;
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return;
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}
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var tileset = tile.GetTileset(this.map);
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var tilesetTile = tileset.GetTilesetTile(tile, this.map);
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var pos = new Point(x, y);
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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);
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}
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/// <summary>
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/// Draws 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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/// </summary>
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/// <param name="batch">The sprite batch to use</param>
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/// <param name="frustum">The area that is visible, in pixel space.</param>
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/// <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++) {
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if (this.map.TileLayers[i].IsVisible)
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this.DrawLayer(batch, i, frustum, drawFunction);
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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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/// </summary>
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/// <param name="batch">The sprite batch to use</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="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);
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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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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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info.Draw(batch, drawFunction);
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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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/// <param name="time">The game's time</param>
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public void UpdateAnimations(GameTime time) {
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foreach (var animation in this.animatedTiles)
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animation.Update(time);
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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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/// 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"/>.
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/// </summary>
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/// <param name="tile">The tile whose depth to get</param>
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/// <param name="layer">The layer the tile is on</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="position">The tile position of this tile</param>
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public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
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/// <summary>
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/// A delegate method used for drawing an <see cref="IndividualTiledMapRenderer"/>.
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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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public delegate void DrawDelegate(SpriteBatch 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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/// </summary>
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public class TileDrawInfo : GenericDataHolder {
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/// <summary>
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/// The renderer used by this info
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/// </summary>
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public readonly IndividualTiledMapRenderer Renderer;
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/// <summary>
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/// The tiled map tile to draw
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/// </summary>
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public readonly TiledMapTile Tile;
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/// <summary>
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/// The tileset that <see cref="Tile"/> is on
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/// </summary>
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public readonly TiledMapTileset Tileset;
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/// <summary>
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/// The tileset tile that corresponds to <see cref="Tile"/>
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/// </summary>
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public readonly TiledMapTilesetTile TilesetTile;
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/// <summary>
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/// The position, in tile space, of <see cref="Tile"/>
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/// </summary>
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public readonly Point Position;
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/// <summary>
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/// The depth calculated by the depth function
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/// </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;
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this.Tile = tile;
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this.Tileset = tileset;
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this.TilesetTile = tilesetTile;
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this.Position = position;
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this.Depth = depth;
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}
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/// <summary>
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/// Draws this tile draw info with the default settings.
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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="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) {
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if (drawFunction == null) {
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var region = this.Tileset.GetTextureRegion(this.TilesetTile);
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var effects = this.Tile.GetSpriteEffects();
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var drawPos = new Vector2(this.Position.X * this.Renderer.map.TileWidth, this.Position.Y * this.Renderer.map.TileHeight);
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batch.Draw(this.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, this.Depth);
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} else {
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drawFunction(batch, this);
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}
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}
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}
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}
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} |