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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
{
/// <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;
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;
this.m_spriteBatchAlpha.Draw(tileSheetTexture, this.m_tilePosition, this.m_sourceRectangle, this.m_modulationColour, 0.0f, Vector2.Zero, 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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