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diff --git a/src/SMAPI/Framework/Rendering/SDisplayDevice.cs b/src/SMAPI/Framework/Rendering/SDisplayDevice.cs
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+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));
+ }
+ }
+}