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.Rendering { /// A map display device which reimplements the default logic. /// This is an exact copy of , except that private fields are protected and all methods are virtual. [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 m_tileSheetTextures; protected Vector2 m_tilePosition; protected Microsoft.Xna.Framework.Rectangle m_sourceRectangle; protected readonly Color m_modulationColour; /********* ** Public methods *********/ /// Construct an instance. /// The content manager through which to load tiles. /// The graphics device with which to render tiles. 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(); this.m_tilePosition = new Vector2(); this.m_sourceRectangle = new Microsoft.Xna.Framework.Rectangle(); this.m_modulationColour = Color.White; } /// Load a tilesheet texture. /// The tilesheet instance. public virtual void LoadTileSheet(TileSheet tileSheet) { Texture2D texture2D = this.m_contentManager.Load(tileSheet.ImageSource); this.m_tileSheetTextures[tileSheet] = texture2D; } /// Unload a tilesheet texture. /// The tilesheet instance. public virtual void DisposeTileSheet(TileSheet tileSheet) { this.m_tileSheetTextures.Remove(tileSheet); } /// Prepare to render to the screen. /// The sprite batch being rendered. public virtual void BeginScene(SpriteBatch b) { this.m_spriteBatchAlpha = b; } /// Set the clipping region. /// The clipping region. 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); } /// Draw a tile to the screen. /// The tile to draw. /// The tile position to draw. /// The layer depth at which to draw. 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); } /// Finish drawing to the screen. public virtual void EndScene() { } /// Snap a value to the given range. /// The value to normalize. /// The minimum value. /// The maximum value. protected int Clamp(int nValue, int nMin, int nMax) { return Math.Min(Math.Max(nValue, nMin), nMax); } } }