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MLEM/MLEM.Extended/Tiled/IndividualTiledMapRenderer.cs
2019-09-18 14:09:15 +02:00

93 lines
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3.9 KiB
C#

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;
public GetDepth DepthFunction = (tile, layer, layerIndex, position) => 0;
public IndividualTiledMapRenderer(TiledMap map = null) {
if (map != null)
this.SetMap(map);
}
public void SetMap(TiledMap map) {
if (this.map == map)
return;
this.map = map;
this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
for (var i = 0; i < map.TileLayers.Count; i++) {
var layer = map.TileLayers[i];
for (var x = 0; x < map.Width; x++) {
for (var y = 0; y < map.Height; y++) {
var tile = layer.GetTile((ushort) x, (ushort) y);
if (tile.IsBlank)
continue;
var tileset = tile.GetTileset(map);
var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, map));
this.drawInfos[i, x, y] = new TileDrawInfo(this, tile, layer, i, tileset, new Point(x, y), source);
}
}
}
}
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 TiledMapTile tile;
private readonly TiledMapTileLayer layer;
private readonly int layerIndex;
private readonly TiledMapTileset tileset;
private readonly Point position;
private readonly Rectangle source;
public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, TiledMapTileset tileset, Point position, Rectangle source) {
this.renderer = renderer;
this.tile = tile;
this.layer = layer;
this.layerIndex = layerIndex;
this.tileset = tileset;
this.position = position;
this.source = source;
}
public void Draw(SpriteBatch batch) {
var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
var depth = this.renderer.DepthFunction(this.tile, this.layer, this.layerIndex, this.position);
batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, depth);
}
}
}
}