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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-03-07 12:56:48 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-03-07 12:56:48 -0500
commitdb4254513ef9fca49dfe4da00448a057813cf842 (patch)
tree0f6637936ebe370b5ba4f711bc133d14afa14762 /src/SMAPI/Framework
parentc6947682b050f4ed8c070a3ca021c7f10ec50009 (diff)
downloadSMAPI-db4254513ef9fca49dfe4da00448a057813cf842.tar.gz
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add support for flipped and rotated map tiles
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r--src/SMAPI/Framework/Rendering/SDisplayDevice.cs89
-rw-r--r--src/SMAPI/Framework/Rendering/SXnaDisplayDevice.cs121
-rw-r--r--src/SMAPI/Framework/SGame.cs21
3 files changed, 229 insertions, 2 deletions
diff --git a/src/SMAPI/Framework/Rendering/SDisplayDevice.cs b/src/SMAPI/Framework/Rendering/SDisplayDevice.cs
new file mode 100644
index 00000000..382949bf
--- /dev/null
+++ b/src/SMAPI/Framework/Rendering/SDisplayDevice.cs
@@ -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));
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Rendering/SXnaDisplayDevice.cs b/src/SMAPI/Framework/Rendering/SXnaDisplayDevice.cs
new file mode 100644
index 00000000..d4f62b4f
--- /dev/null
+++ b/src/SMAPI/Framework/Rendering/SXnaDisplayDevice.cs
@@ -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);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index b2d92ce8..d09e1e93 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -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>