add support for flipped and rotated map tiles

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Jesse Plamondon-Willard 2020-03-07 12:56:48 -05:00
parent c6947682b0
commit db4254513e
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5 changed files with 231 additions and 3 deletions

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@ -3,6 +3,7 @@
# Release notes
## Upcoming release
* For modders:
* Added support for flipped and rotated map tiles (in collaboration with Platonymous).
* Added support for `.tmx` maps using zlib compression (thanks to Platonymous!).
* For the web UI:

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@ -0,0 +1,89 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
using xTile.Dimensions;
using xTile.Layers;
using xTile.ObjectModel;
using xTile.Tiles;
namespace StardewModdingAPI.Framework.Rendering
{
/// <summary>A map display device which overrides the draw logic to support tile rotation.</summary>
internal class SDisplayDevice : SXnaDisplayDevice
{
/*********
** Fields
*********/
/// <summary>The origin to use when rotating tiles.</summary>
private readonly Vector2 RotationOrigin;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="contentManager">The content manager through which to load tiles.</param>
/// <param name="graphicsDevice">The graphics device with which to render tiles.</param>
public SDisplayDevice(ContentManager contentManager, GraphicsDevice graphicsDevice)
: base(contentManager, graphicsDevice)
{
this.RotationOrigin = new Vector2((Game1.tileSize * Game1.pixelZoom) / 2f);
}
/// <summary>Draw a tile to the screen.</summary>
/// <param name="tile">The tile to draw.</param>
/// <param name="location">The tile position to draw.</param>
/// <param name="layerDepth">The layer depth at which to draw.</param>
public override void DrawTile(Tile tile, Location location, float layerDepth)
{
// identical to XnaDisplayDevice
if (tile == null)
return;
xTile.Dimensions.Rectangle tileImageBounds = tile.TileSheet.GetTileImageBounds(tile.TileIndex);
Texture2D tileSheetTexture = this.m_tileSheetTextures[tile.TileSheet];
if (tileSheetTexture.IsDisposed)
return;
this.m_tilePosition.X = location.X;
this.m_tilePosition.Y = location.Y;
this.m_sourceRectangle.X = tileImageBounds.X;
this.m_sourceRectangle.Y = tileImageBounds.Y;
this.m_sourceRectangle.Width = tileImageBounds.Width;
this.m_sourceRectangle.Height = tileImageBounds.Height;
// get rotation and effects
float rotation = this.GetRotation(tile);
SpriteEffects effects = this.GetSpriteEffects(tile);
var origin = new Vector2(tileImageBounds.Width / 2f, tileImageBounds.Height / 2f);
this.m_tilePosition.X += origin.X * Layer.zoom;
this.m_tilePosition.Y += origin.X * Layer.zoom;
// apply
this.m_spriteBatchAlpha.Draw(tileSheetTexture, this.m_tilePosition, this.m_sourceRectangle, this.m_modulationColour, rotation, origin, Layer.zoom, effects, layerDepth);
}
/// <summary>Get the sprite effects to apply for a tile.</summary>
/// <param name="tile">The tile being drawn.</param>
private SpriteEffects GetSpriteEffects(Tile tile)
{
return tile.Properties.TryGetValue("@Flip", out PropertyValue propertyValue) && int.TryParse(propertyValue, out int value)
? (SpriteEffects)value
: SpriteEffects.None;
}
/// <summary>Get the draw rotation to apply for a tile.</summary>
/// <param name="tile">The tile being drawn.</param>
private float GetRotation(Tile tile)
{
if (!tile.Properties.TryGetValue("@Rotation", out PropertyValue propertyValue) || !int.TryParse(propertyValue, out int value))
return 0;
value %= 360;
if (value == 0)
return 0;
return (float)(Math.PI / (180.0 / value));
}
}
}

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@ -0,0 +1,121 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using xTile.Dimensions;
using xTile.Display;
using xTile.Layers;
using xTile.Tiles;
using Rectangle = xTile.Dimensions.Rectangle;
namespace StardewModdingAPI.Framework
{
/// <summary>A map display device which reimplements the default logic.</summary>
/// <remarks>This is an exact copy of <see cref="XnaDisplayDevice"/>, except that private fields are protected and all methods are virtual.</remarks>
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Field naming deliberately matches " + nameof(XnaDisplayDevice) + " to minimize differences.")]
internal class SXnaDisplayDevice : IDisplayDevice
{
/*********
** Fields
*********/
protected readonly ContentManager m_contentManager;
protected readonly GraphicsDevice m_graphicsDevice;
protected SpriteBatch m_spriteBatchAlpha;
protected SpriteBatch m_spriteBatchAdditive;
protected readonly Dictionary<TileSheet, Texture2D> m_tileSheetTextures;
protected Vector2 m_tilePosition;
protected Microsoft.Xna.Framework.Rectangle m_sourceRectangle;
protected readonly Color m_modulationColour;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="contentManager">The content manager through which to load tiles.</param>
/// <param name="graphicsDevice">The graphics device with which to render tiles.</param>
public SXnaDisplayDevice(ContentManager contentManager, GraphicsDevice graphicsDevice)
{
this.m_contentManager = contentManager;
this.m_graphicsDevice = graphicsDevice;
this.m_spriteBatchAlpha = new SpriteBatch(graphicsDevice);
this.m_spriteBatchAdditive = new SpriteBatch(graphicsDevice);
this.m_tileSheetTextures = new Dictionary<TileSheet, Texture2D>();
this.m_tilePosition = new Vector2();
this.m_sourceRectangle = new Microsoft.Xna.Framework.Rectangle();
this.m_modulationColour = Color.White;
}
/// <summary>Load a tilesheet texture.</summary>
/// <param name="tileSheet">The tilesheet instance.</param>
public virtual void LoadTileSheet(TileSheet tileSheet)
{
Texture2D texture2D = this.m_contentManager.Load<Texture2D>(tileSheet.ImageSource);
this.m_tileSheetTextures[tileSheet] = texture2D;
}
/// <summary>Unload a tilesheet texture.</summary>
/// <param name="tileSheet">The tilesheet instance.</param>
public virtual void DisposeTileSheet(TileSheet tileSheet)
{
this.m_tileSheetTextures.Remove(tileSheet);
}
/// <summary>Prepare to render to the screen.</summary>
/// <param name="b">The sprite batch being rendered.</param>
public virtual void BeginScene(SpriteBatch b)
{
this.m_spriteBatchAlpha = b;
}
/// <summary>Set the clipping region.</summary>
/// <param name="clippingRegion">The clipping region.</param>
public virtual void SetClippingRegion(Rectangle clippingRegion)
{
int backBufferWidth = this.m_graphicsDevice.PresentationParameters.BackBufferWidth;
int backBufferHeight = this.m_graphicsDevice.PresentationParameters.BackBufferHeight;
int x = this.Clamp(clippingRegion.X, 0, backBufferWidth);
int y = this.Clamp(clippingRegion.Y, 0, backBufferHeight);
int num1 = this.Clamp(clippingRegion.X + clippingRegion.Width, 0, backBufferWidth);
int num2 = this.Clamp(clippingRegion.Y + clippingRegion.Height, 0, backBufferHeight);
int width = num1 - x;
int height = num2 - y;
this.m_graphicsDevice.Viewport = new Viewport(x, y, width, height);
}
/// <summary>Draw a tile to the screen.</summary>
/// <param name="tile">The tile to draw.</param>
/// <param name="location">The tile position to draw.</param>
/// <param name="layerDepth">The layer depth at which to draw.</param>
public virtual void DrawTile(Tile tile, Location location, float layerDepth)
{
if (tile == null)
return;
xTile.Dimensions.Rectangle tileImageBounds = tile.TileSheet.GetTileImageBounds(tile.TileIndex);
Texture2D tileSheetTexture = this.m_tileSheetTextures[tile.TileSheet];
if (tileSheetTexture.IsDisposed)
return;
this.m_tilePosition.X = (float)location.X;
this.m_tilePosition.Y = (float)location.Y;
this.m_sourceRectangle.X = tileImageBounds.X;
this.m_sourceRectangle.Y = tileImageBounds.Y;
this.m_sourceRectangle.Width = tileImageBounds.Width;
this.m_sourceRectangle.Height = tileImageBounds.Height;
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);
}
/// <summary>Finish drawing to the screen.</summary>
public virtual void EndScene() { }
/// <summary>Snap a value to the given range.</summary>
/// <param name="nValue">The value to normalize.</param>
/// <param name="nMin">The minimum value.</param>
/// <param name="nMax">The maximum value.</param>
protected int Clamp(int nValue, int nMin, int nMax)
{
return Math.Min(Math.Max(nValue, nMin), nMax);
}
}
}

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@ -19,6 +19,7 @@ using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.PerformanceMonitoring;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Rendering;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
@ -193,6 +194,13 @@ namespace StardewModdingAPI.Framework
Game1.locations = new ObservableCollection<GameLocation>();
}
/// <summary>Load content when the game is launched.</summary>
protected override void LoadContent()
{
base.LoadContent();
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
}
/// <summary>Initialize just before the game's first update tick.</summary>
private void InitializeAfterGameStarted()
{
@ -252,12 +260,12 @@ namespace StardewModdingAPI.Framework
// update data
LoadStage oldStage = Context.LoadStage;
Context.LoadStage = newStage;
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
if (newStage == LoadStage.None)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.Multiplayer.CleanupOnMultiplayerExit();
this.OnReturnedToTitle();
}
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
// raise events
this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
@ -283,6 +291,15 @@ namespace StardewModdingAPI.Framework
}
}
/// <summary>Perform cleanup when the game returns to the title screen.</summary>
private void OnReturnedToTitle()
{
this.Multiplayer.CleanupOnMultiplayerExit();
if (!(Game1.mapDisplayDevice is SDisplayDevice))
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
}
/// <summary>Constructor a content manager to read XNB files.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>

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@ -19,7 +19,7 @@
<PackageReference Include="Lib.Harmony" Version="1.2.0.1" />
<PackageReference Include="Mono.Cecil" Version="0.11.2" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="Platonymous.TMXTile" Version="1.2.4" />
<PackageReference Include="Platonymous.TMXTile" Version="1.3.3" />
</ItemGroup>
<ItemGroup>