add support for flipped and rotated map tiles
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@ -3,6 +3,7 @@
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# Release notes
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## Upcoming release
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* For modders:
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* Added support for flipped and rotated map tiles (in collaboration with Platonymous).
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* Added support for `.tmx` maps using zlib compression (thanks to Platonymous!).
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* For the web UI:
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@ -0,0 +1,89 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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using xTile.Dimensions;
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using xTile.Layers;
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using xTile.ObjectModel;
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using xTile.Tiles;
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namespace StardewModdingAPI.Framework.Rendering
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{
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/// <summary>A map display device which overrides the draw logic to support tile rotation.</summary>
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internal class SDisplayDevice : SXnaDisplayDevice
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{
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/*********
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** Fields
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*********/
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/// <summary>The origin to use when rotating tiles.</summary>
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private readonly Vector2 RotationOrigin;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="contentManager">The content manager through which to load tiles.</param>
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/// <param name="graphicsDevice">The graphics device with which to render tiles.</param>
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public SDisplayDevice(ContentManager contentManager, GraphicsDevice graphicsDevice)
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: base(contentManager, graphicsDevice)
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{
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this.RotationOrigin = new Vector2((Game1.tileSize * Game1.pixelZoom) / 2f);
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}
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/// <summary>Draw a tile to the screen.</summary>
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/// <param name="tile">The tile to draw.</param>
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/// <param name="location">The tile position to draw.</param>
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/// <param name="layerDepth">The layer depth at which to draw.</param>
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public override void DrawTile(Tile tile, Location location, float layerDepth)
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{
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// identical to XnaDisplayDevice
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if (tile == null)
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return;
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xTile.Dimensions.Rectangle tileImageBounds = tile.TileSheet.GetTileImageBounds(tile.TileIndex);
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Texture2D tileSheetTexture = this.m_tileSheetTextures[tile.TileSheet];
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if (tileSheetTexture.IsDisposed)
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return;
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this.m_tilePosition.X = location.X;
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this.m_tilePosition.Y = location.Y;
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this.m_sourceRectangle.X = tileImageBounds.X;
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this.m_sourceRectangle.Y = tileImageBounds.Y;
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this.m_sourceRectangle.Width = tileImageBounds.Width;
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this.m_sourceRectangle.Height = tileImageBounds.Height;
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// get rotation and effects
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float rotation = this.GetRotation(tile);
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SpriteEffects effects = this.GetSpriteEffects(tile);
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var origin = new Vector2(tileImageBounds.Width / 2f, tileImageBounds.Height / 2f);
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this.m_tilePosition.X += origin.X * Layer.zoom;
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this.m_tilePosition.Y += origin.X * Layer.zoom;
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// apply
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this.m_spriteBatchAlpha.Draw(tileSheetTexture, this.m_tilePosition, this.m_sourceRectangle, this.m_modulationColour, rotation, origin, Layer.zoom, effects, layerDepth);
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}
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/// <summary>Get the sprite effects to apply for a tile.</summary>
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/// <param name="tile">The tile being drawn.</param>
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private SpriteEffects GetSpriteEffects(Tile tile)
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{
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return tile.Properties.TryGetValue("@Flip", out PropertyValue propertyValue) && int.TryParse(propertyValue, out int value)
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? (SpriteEffects)value
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: SpriteEffects.None;
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}
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/// <summary>Get the draw rotation to apply for a tile.</summary>
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/// <param name="tile">The tile being drawn.</param>
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private float GetRotation(Tile tile)
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{
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if (!tile.Properties.TryGetValue("@Rotation", out PropertyValue propertyValue) || !int.TryParse(propertyValue, out int value))
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return 0;
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value %= 360;
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if (value == 0)
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return 0;
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return (float)(Math.PI / (180.0 / value));
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}
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}
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}
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@ -0,0 +1,121 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using xTile.Dimensions;
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using xTile.Display;
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using xTile.Layers;
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using xTile.Tiles;
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using Rectangle = xTile.Dimensions.Rectangle;
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namespace StardewModdingAPI.Framework
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{
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/// <summary>A map display device which reimplements the default logic.</summary>
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/// <remarks>This is an exact copy of <see cref="XnaDisplayDevice"/>, except that private fields are protected and all methods are virtual.</remarks>
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[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Field naming deliberately matches " + nameof(XnaDisplayDevice) + " to minimize differences.")]
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internal class SXnaDisplayDevice : IDisplayDevice
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{
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/*********
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** Fields
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*********/
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protected readonly ContentManager m_contentManager;
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protected readonly GraphicsDevice m_graphicsDevice;
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protected SpriteBatch m_spriteBatchAlpha;
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protected SpriteBatch m_spriteBatchAdditive;
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protected readonly Dictionary<TileSheet, Texture2D> m_tileSheetTextures;
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protected Vector2 m_tilePosition;
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protected Microsoft.Xna.Framework.Rectangle m_sourceRectangle;
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protected readonly Color m_modulationColour;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="contentManager">The content manager through which to load tiles.</param>
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/// <param name="graphicsDevice">The graphics device with which to render tiles.</param>
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public SXnaDisplayDevice(ContentManager contentManager, GraphicsDevice graphicsDevice)
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{
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this.m_contentManager = contentManager;
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this.m_graphicsDevice = graphicsDevice;
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this.m_spriteBatchAlpha = new SpriteBatch(graphicsDevice);
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this.m_spriteBatchAdditive = new SpriteBatch(graphicsDevice);
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this.m_tileSheetTextures = new Dictionary<TileSheet, Texture2D>();
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this.m_tilePosition = new Vector2();
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this.m_sourceRectangle = new Microsoft.Xna.Framework.Rectangle();
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this.m_modulationColour = Color.White;
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}
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/// <summary>Load a tilesheet texture.</summary>
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/// <param name="tileSheet">The tilesheet instance.</param>
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public virtual void LoadTileSheet(TileSheet tileSheet)
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{
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Texture2D texture2D = this.m_contentManager.Load<Texture2D>(tileSheet.ImageSource);
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this.m_tileSheetTextures[tileSheet] = texture2D;
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}
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/// <summary>Unload a tilesheet texture.</summary>
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/// <param name="tileSheet">The tilesheet instance.</param>
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public virtual void DisposeTileSheet(TileSheet tileSheet)
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{
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this.m_tileSheetTextures.Remove(tileSheet);
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}
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/// <summary>Prepare to render to the screen.</summary>
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/// <param name="b">The sprite batch being rendered.</param>
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public virtual void BeginScene(SpriteBatch b)
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{
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this.m_spriteBatchAlpha = b;
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}
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/// <summary>Set the clipping region.</summary>
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/// <param name="clippingRegion">The clipping region.</param>
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public virtual void SetClippingRegion(Rectangle clippingRegion)
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{
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int backBufferWidth = this.m_graphicsDevice.PresentationParameters.BackBufferWidth;
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int backBufferHeight = this.m_graphicsDevice.PresentationParameters.BackBufferHeight;
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int x = this.Clamp(clippingRegion.X, 0, backBufferWidth);
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int y = this.Clamp(clippingRegion.Y, 0, backBufferHeight);
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int num1 = this.Clamp(clippingRegion.X + clippingRegion.Width, 0, backBufferWidth);
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int num2 = this.Clamp(clippingRegion.Y + clippingRegion.Height, 0, backBufferHeight);
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int width = num1 - x;
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int height = num2 - y;
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this.m_graphicsDevice.Viewport = new Viewport(x, y, width, height);
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}
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/// <summary>Draw a tile to the screen.</summary>
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/// <param name="tile">The tile to draw.</param>
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/// <param name="location">The tile position to draw.</param>
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/// <param name="layerDepth">The layer depth at which to draw.</param>
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public virtual void DrawTile(Tile tile, Location location, float layerDepth)
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{
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if (tile == null)
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return;
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xTile.Dimensions.Rectangle tileImageBounds = tile.TileSheet.GetTileImageBounds(tile.TileIndex);
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Texture2D tileSheetTexture = this.m_tileSheetTextures[tile.TileSheet];
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if (tileSheetTexture.IsDisposed)
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return;
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this.m_tilePosition.X = (float)location.X;
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this.m_tilePosition.Y = (float)location.Y;
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this.m_sourceRectangle.X = tileImageBounds.X;
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this.m_sourceRectangle.Y = tileImageBounds.Y;
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this.m_sourceRectangle.Width = tileImageBounds.Width;
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this.m_sourceRectangle.Height = tileImageBounds.Height;
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this.m_spriteBatchAlpha.Draw(tileSheetTexture, this.m_tilePosition, new Microsoft.Xna.Framework.Rectangle?(this.m_sourceRectangle), this.m_modulationColour, 0.0f, Vector2.Zero, (float)Layer.zoom, SpriteEffects.None, layerDepth);
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}
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/// <summary>Finish drawing to the screen.</summary>
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public virtual void EndScene() { }
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/// <summary>Snap a value to the given range.</summary>
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/// <param name="nValue">The value to normalize.</param>
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/// <param name="nMin">The minimum value.</param>
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/// <param name="nMax">The maximum value.</param>
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protected int Clamp(int nValue, int nMin, int nMax)
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{
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return Math.Min(Math.Max(nValue, nMin), nMax);
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}
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}
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}
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@ -19,6 +19,7 @@ using StardewModdingAPI.Framework.Input;
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using StardewModdingAPI.Framework.Networking;
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using StardewModdingAPI.Framework.PerformanceMonitoring;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Framework.Rendering;
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using StardewModdingAPI.Framework.StateTracking.Comparers;
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using StardewModdingAPI.Framework.StateTracking.Snapshots;
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using StardewModdingAPI.Framework.Utilities;
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Game1.locations = new ObservableCollection<GameLocation>();
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}
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/// <summary>Load content when the game is launched.</summary>
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protected override void LoadContent()
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{
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base.LoadContent();
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Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
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}
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/// <summary>Initialize just before the game's first update tick.</summary>
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private void InitializeAfterGameStarted()
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{
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// update data
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LoadStage oldStage = Context.LoadStage;
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Context.LoadStage = newStage;
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this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
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if (newStage == LoadStage.None)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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this.Multiplayer.CleanupOnMultiplayerExit();
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this.OnReturnedToTitle();
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}
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this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
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// raise events
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this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
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}
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}
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/// <summary>Perform cleanup when the game returns to the title screen.</summary>
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private void OnReturnedToTitle()
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{
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this.Multiplayer.CleanupOnMultiplayerExit();
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if (!(Game1.mapDisplayDevice is SDisplayDevice))
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Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
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}
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/// <summary>Constructor a content manager to read XNB files.</summary>
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/// <param name="serviceProvider">The service provider to use to locate services.</param>
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/// <param name="rootDirectory">The root directory to search for content.</param>
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@ -19,7 +19,7 @@
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<PackageReference Include="Lib.Harmony" Version="1.2.0.1" />
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<PackageReference Include="Mono.Cecil" Version="0.11.2" />
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<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
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<PackageReference Include="Platonymous.TMXTile" Version="1.2.4" />
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<PackageReference Include="Platonymous.TMXTile" Version="1.3.3" />
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</ItemGroup>
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<ItemGroup>
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