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MLEM/MLEM.Extended/Tiled/IndividualTiledMapRenderer.cs
2020-04-30 15:57:20 +02:00

123 lines
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5.2 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
using MonoGame.Extended.Tiled;
using RectangleF = MonoGame.Extended.RectangleF;
namespace MLEM.Extended.Tiled {
public class IndividualTiledMapRenderer {
private TiledMap map;
private TileDrawInfo[,,] drawInfos;
private GetDepth depthFunction;
private List<TiledMapTilesetAnimatedTile> animatedTiles;
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);
}
}
}
this.animatedTiles = new List<TiledMapTilesetAnimatedTile>();
foreach (var tileset in map.Tilesets) {
foreach (var tile in tileset.Tiles) {
if (tile is TiledMapTilesetAnimatedTile animated) {
this.animatedTiles.Add(animated);
}
}
}
}
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);
}
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);
}
}
public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null, DrawDelegate drawFunction = 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, drawFunction);
}
}
}
public void UpdateAnimations(GameTime time) {
foreach (var animation in this.animatedTiles)
animation.Update(time);
}
public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
public delegate void DrawDelegate(SpriteBatch batch, TileDrawInfo info);
public class TileDrawInfo : GenericDataHolder {
public readonly IndividualTiledMapRenderer Renderer;
public readonly TiledMapTile Tile;
public readonly TiledMapTileset Tileset;
public readonly TiledMapTilesetTile TilesetTile;
public readonly Point Position;
public readonly float Depth;
public 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;
}
public void Draw(SpriteBatch batch, DrawDelegate drawFunction) {
if (drawFunction == null) {
var region = this.Tileset.GetTextureRegion(this.TilesetTile);
var effects = this.Tile.GetSpriteEffects();
var drawPos = new Vector2(this.Position.X * this.Renderer.map.TileWidth, this.Position.Y * this.Renderer.map.TileHeight);
batch.Draw(this.Tileset.Texture, drawPos, region, Color.White, 0, Vector2.Zero, 1, effects, this.Depth);
} else {
drawFunction(batch, this);
}
}
}
}
}