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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));
}
}
}
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