示例#1
0
        void DrawAtGeocode(Geocode tlGeo, Geocode brGeo, IMapRenderer renderer, Geocode geocode, int pixelLevelZoom, int adjustX, int adjustY, IMapDrawable drawable)
        {
            if (!GeocodeBoxContains(tlGeo, brGeo, geocode) || drawable == null)
            {
                return;
            }
            Point p = GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY);

            renderer.Draw(drawable, new Rectangle(p.X - drawable.Width / 2, p.Y - drawable.Height / 2, drawable.Width, drawable.Height), new Rectangle(0, 0, drawable.Width, drawable.Height));
        }
 public void Draw(Camera2D camera, SpriteBatch spriteBatch)
 {
     _mapRenderer.Draw(camera.GetViewMatrix());
     spriteBatch.Begin(transformMatrix: camera.GetViewMatrix(), samplerState: SamplerState.PointClamp);
     if (SceneManager.Instance.DebugMode)
     {
         DrawTileColliders(spriteBatch);
     }
     spriteBatch.End();
 }
示例#3
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            var transformMatrix = CameraTracker.TransformationMatrix;

            spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: transformMatrix,
                              sortMode: SpriteSortMode.BackToFront, depthStencilState: DepthStencilState.Default);
            _mapRenderer.Draw(transformMatrix);
            foreach (var toRender in RenderList)
            {
                if (CameraTracker.Contains(toRender.Area))
                {
                    toRender.Draw(spriteBatch);
                }
            }
            PathRenderer.Draw(spriteBatch);
            spriteBatch.End();
            GuiManager.Draw(spriteBatch);
        }
示例#4
0
 void DrawAtGeocode(Geocode tlGeo, Geocode brGeo, IMapRenderer renderer, Geocode geocode, int pixelLevelZoom, int adjustX, int adjustY, IMapDrawable drawable)
 {
     if (!GeocodeBoxContains(tlGeo, brGeo, geocode) || drawable == null)
         return;
     Point p = GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY);
     renderer.Draw(drawable, new Rectangle(p.X - drawable.Width / 2, p.Y - drawable.Height / 2, drawable.Width, drawable.Height), new Rectangle(0, 0, drawable.Width, drawable.Height));
 }
示例#5
0
        public int DrawMap(IMapRenderer renderer, int x, int y, int width, int height, WaitCallback callback, object state)
        {
            int unavailable = 0;

            // approximate the the top left tile (it may be off by 1), but the loop
            // below will kept it from being drawn
            int midX = x + width / 2 - myCenterOffset.X;
            int midY = y + height / 2 - myCenterOffset.Y;
            int xTiles = (midX - x) / 256 + 1;
            int yTiles = (midY - y) / 256 + 1;
            Key currentXKey = new Key(myCenterTile.X - xTiles, myCenterTile.Y - yTiles, myZoom);
            int xStart = midX - xTiles * 256;
            int yStart = midY - yTiles * 256;
            Rectangle rect = new Rectangle(x, y, width, height);

            int tickCount = Environment.TickCount;
            for (int currentX = xStart; currentX < x + width; currentX += 256, currentXKey.X++)
            {
                Key key = currentXKey;
                for (int currentY = yStart; currentY < y + height; currentY += 256, key.Y++)
                {
                    IMapDrawable tile = null;

                    // find the intersect region of the tile that we are drawing
                    Rectangle tileRect = new Rectangle(currentX, currentY, 256, 256);
                    tileRect.Intersect(rect);
                    Rectangle sourceRect = new Rectangle(tileRect.X - currentX, tileRect.Y - currentY, tileRect.Width, tileRect.Height);

                    // dont draw off the map tiles
                    if (!key.IsValid)
                    {
                        // dont draw gray rect if we're drawing transparent
                        if (!HasAlpha)
                            renderer.FillRectangle(BackColor, tileRect);
                        continue;
                    }

                    // first try to get the tile from the tileData
                    TileData tileData = GetTile(key, renderer, callback, state);

                    if (tileData != null)
                    {
                        tile = tileData.Bitmap;
                        tileData.LastUsed = tickCount;
                    }

                    if (tile == null)
                    {
                        // tile not available, so try to generate a tile from child tiles
                        unavailable++;

                        Key childKey = new Key(key.X * 2, key.Y * 2, key.Zoom + 1);
                        Key tl = childKey;
                        Key tr = new Key(childKey.X + 1, childKey.Y, childKey.Zoom);
                        Key br = new Key(childKey.X + 1, childKey.Y + 1, childKey.Zoom);
                        Key bl = new Key(childKey.X, childKey.Y + 1, childKey.Zoom);
                        TileData tld;
                        TileData trd;
                        TileData bld;
                        TileData brd;

                        // see if the children are available
                        // we also need to null check, because they could be loading
                        if (TileCache.TryGetValue(tl, out tld) && TileCache.TryGetValue(tr, out trd) && TileCache.TryGetValue(br, out brd) && TileCache.TryGetValue(bl, out bld)
                            && tld != null && trd != null && bld != null & brd != null
                            && tld.Bitmap != null && trd.Bitmap != null && bld.Bitmap != null && brd.Bitmap != null)
                        {
                            // children are available, so mark them as recently used
                            tld.LastUsed = trd.LastUsed = bld.LastUsed = brd.LastUsed = tickCount;

                            // calculate the destination rects of each child tile
                            Rectangle tlr = new Rectangle(currentX, currentY, 128, 128);
                            Rectangle trr = new Rectangle(currentX + 128, currentY, 128, 128);
                            Rectangle blr = new Rectangle(currentX, currentY + 128, 128, 128);
                            Rectangle brr = new Rectangle(currentX + 128, currentY + 128, 128, 128);

                            tlr.Intersect(rect);
                            trr.Intersect(rect);
                            blr.Intersect(rect);
                            brr.Intersect(rect);

                            // calculate the source rect of each child tile
                            Rectangle tlsr = new Rectangle(tlr.X - currentX, tlr.Y - currentY, tlr.Width * 2, tlr.Height * 2);
                            Rectangle trsr = new Rectangle(trr.X - currentX - 128, trr.Y  - currentY, trr.Width * 2, trr.Height * 2);
                            Rectangle blsr = new Rectangle(blr.X - currentX, blr.Y - currentY - 128, blr.Width * 2, blr.Height * 2);
                            Rectangle brsr = new Rectangle(brr.X - currentX - 128, brr.Y - currentY - 128, brr.Width * 2, brr.Height * 2);

                            // don't attempt to draw tiles that we don't need to
                            if (tlsr.Width > 0 && tlsr.Height > 0)
                                renderer.Draw(tld.Bitmap, tlr, tlsr);
                            if (trsr.Width > 0 && trsr.Height > 0)
                                renderer.Draw(trd.Bitmap, trr, trsr);
                            if (blsr.Width > 0 && blsr.Height > 0)
                                renderer.Draw(bld.Bitmap, blr, blsr);
                            if (brsr.Width > 0 && brsr.Height > 0)
                                renderer.Draw(brd.Bitmap, brr, brsr);
                            continue;
                        }
                        else
                        {
                            // can't generate from children, so try generating one of the parents
                            Key parent = key;
                            Rectangle parentRect = sourceRect;
                            TileData parentData = null;
                            while (parent.Zoom >= 0 && parentData == null)
                            {
                                parentRect.Width /= 2;
                                parentRect.Height /= 2;
                                parentRect.X /= 2;
                                parentRect.Y /= 2;
                                if (parent.X % 2 == 1)
                                    parentRect.X += 128;
                                if (parent.Y % 2 == 1)
                                    parentRect.Y += 128;
                                parent.X /= 2;
                                parent.Y /= 2;
                                parent.Zoom--;
                                TileCache.TryGetValue(parent, out parentData);
                            }

                            if (parentData != null && parentData.Bitmap != null)
                            {
                                // mark this tile as used recently
                                parentData.LastUsed = tickCount;
                                if (tileRect.Width > 0 && tileRect.Height > 0)
                                    renderer.Draw(parentData.Bitmap, tileRect, parentRect);
                                continue;
                            }
                            else
                            {
                                // tile is being downloaded, and we have no parent or child images we can use to draw a temp
                                // image. let's try to use a refresh bitmap.

                                // tile is not available, and this is a transparent draw,
                                // so dont draw at all
                                if (HasAlpha)
                                    continue;
                                if ((tile = RefreshBitmap) == null)
                                {
                                    renderer.FillRectangle(BackColor, tileRect);
                                    continue;
                                }
                            }
                        }
                    }

                    if (tile != null && tileRect.Width > 0 && tileRect.Height > 0)
                        renderer.Draw(tile, tileRect, sourceRect);
                }
            }

            int pixelLevelZoom = myZoom + 8;
            int centerXReference = myCenterTile.X << 8;
            int centerYReference = myCenterTile.Y << 8;
            Geocode tlGeo = PointToGeocode(new Point(Math.Max(centerXReference + myCenterOffset.X - width / 2, 0), Math.Max(centerYReference + myCenterOffset.Y - height / 2, 0)), pixelLevelZoom);
            Geocode brGeo = PointToGeocode(new Point(Math.Min(centerXReference + myCenterOffset.X + width / 2, 1 << pixelLevelZoom), Math.Min(centerYReference + myCenterOffset.Y + height / 2, 1 << pixelLevelZoom)), pixelLevelZoom);
            int adjustX = midX - centerXReference;
            int adjustY = midY - centerYReference;

            foreach(Route route in myRoutes)
            {
                List<Point> points = new List<Point>();
                Geocode lastOffscreenPoint = Geocode.Null;
                for (int i = 0; i < route.PolyLine.Length; i++)
                {
                    Geocode geocode = route.PolyLine[i];
                    if (myLevelToZoom[route.Levels[i]] > myZoom)
                        continue;

                    // check if we're drawing off the screen
                    if (!GeocodeBoxContains(tlGeo, brGeo, geocode))
                    {
                        // if we're drawing from on screen to off screen, draw it, but note that
                        // we are now off screen
                        if (lastOffscreenPoint == Geocode.Null)
                            points.Add(GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY));

                        lastOffscreenPoint = geocode;
                        continue;
                    }

                    // draw in from off the screen if necessary
                    if (lastOffscreenPoint != Geocode.Null)
                        points.Add(GeocodeToScreen(lastOffscreenPoint, pixelLevelZoom, adjustX, adjustY));
                    // note that we are now in screen space
                    lastOffscreenPoint = Geocode.Null;

                    points.Add(GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY));
                }
                if (points.Count > 1)
                    renderer.DrawLines(route.LineWidth, Color.Cyan, points.ToArray());
            }

            foreach (IMapOverlay overlay in Overlays)
            {
                DrawAtGeocode(tlGeo, brGeo, renderer, overlay.Geocode, pixelLevelZoom, adjustX + overlay.Offset.X, adjustY + overlay.Offset.Y, overlay.Drawable);
            }

            return unavailable;
        }
示例#6
0
        public int DrawMap(IMapRenderer renderer, int x, int y, int width, int height, WaitCallback callback, object state)
        {
            int unavailable = 0;

            // approximate the the top left tile (it may be off by 1), but the loop
            // below will kept it from being drawn
            int       midX        = x + width / 2 - myCenterOffset.X;
            int       midY        = y + height / 2 - myCenterOffset.Y;
            int       xTiles      = (midX - x) / 256 + 1;
            int       yTiles      = (midY - y) / 256 + 1;
            Key       currentXKey = new Key(myCenterTile.X - xTiles, myCenterTile.Y - yTiles, myZoom);
            int       xStart      = midX - xTiles * 256;
            int       yStart      = midY - yTiles * 256;
            Rectangle rect        = new Rectangle(x, y, width, height);

            int tickCount = Environment.TickCount;

            for (int currentX = xStart; currentX < x + width; currentX += 256, currentXKey.X++)
            {
                Key key = currentXKey;
                for (int currentY = yStart; currentY < y + height; currentY += 256, key.Y++)
                {
                    IMapDrawable tile = null;

                    // find the intersect region of the tile that we are drawing
                    Rectangle tileRect = new Rectangle(currentX, currentY, 256, 256);
                    tileRect.Intersect(rect);
                    Rectangle sourceRect = new Rectangle(tileRect.X - currentX, tileRect.Y - currentY, tileRect.Width, tileRect.Height);

                    // dont draw off the map tiles
                    if (!key.IsValid)
                    {
                        // dont draw gray rect if we're drawing transparent
                        if (!HasAlpha)
                        {
                            renderer.FillRectangle(BackColor, tileRect);
                        }
                        continue;
                    }

                    // first try to get the tile from the tileData
                    TileData tileData = GetTile(key, renderer, callback, state);

                    if (tileData != null)
                    {
                        tile = tileData.Bitmap;
                        tileData.LastUsed = tickCount;
                    }

                    if (tile == null)
                    {
                        // tile not available, so try to generate a tile from child tiles
                        unavailable++;

                        Key      childKey = new Key(key.X * 2, key.Y * 2, key.Zoom + 1);
                        Key      tl       = childKey;
                        Key      tr       = new Key(childKey.X + 1, childKey.Y, childKey.Zoom);
                        Key      br       = new Key(childKey.X + 1, childKey.Y + 1, childKey.Zoom);
                        Key      bl       = new Key(childKey.X, childKey.Y + 1, childKey.Zoom);
                        TileData tld;
                        TileData trd;
                        TileData bld;
                        TileData brd;

                        // see if the children are available
                        // we also need to null check, because they could be loading
                        if (TileCache.TryGetValue(tl, out tld) && TileCache.TryGetValue(tr, out trd) && TileCache.TryGetValue(br, out brd) && TileCache.TryGetValue(bl, out bld) &&
                            tld != null && trd != null && bld != null & brd != null &&
                            tld.Bitmap != null && trd.Bitmap != null && bld.Bitmap != null && brd.Bitmap != null)
                        {
                            // children are available, so mark them as recently used
                            tld.LastUsed = trd.LastUsed = bld.LastUsed = brd.LastUsed = tickCount;

                            // calculate the destination rects of each child tile
                            Rectangle tlr = new Rectangle(currentX, currentY, 128, 128);
                            Rectangle trr = new Rectangle(currentX + 128, currentY, 128, 128);
                            Rectangle blr = new Rectangle(currentX, currentY + 128, 128, 128);
                            Rectangle brr = new Rectangle(currentX + 128, currentY + 128, 128, 128);

                            tlr.Intersect(rect);
                            trr.Intersect(rect);
                            blr.Intersect(rect);
                            brr.Intersect(rect);

                            // calculate the source rect of each child tile
                            Rectangle tlsr = new Rectangle(tlr.X - currentX, tlr.Y - currentY, tlr.Width * 2, tlr.Height * 2);
                            Rectangle trsr = new Rectangle(trr.X - currentX - 128, trr.Y - currentY, trr.Width * 2, trr.Height * 2);
                            Rectangle blsr = new Rectangle(blr.X - currentX, blr.Y - currentY - 128, blr.Width * 2, blr.Height * 2);
                            Rectangle brsr = new Rectangle(brr.X - currentX - 128, brr.Y - currentY - 128, brr.Width * 2, brr.Height * 2);

                            // don't attempt to draw tiles that we don't need to
                            if (tlsr.Width > 0 && tlsr.Height > 0)
                            {
                                renderer.Draw(tld.Bitmap, tlr, tlsr);
                            }
                            if (trsr.Width > 0 && trsr.Height > 0)
                            {
                                renderer.Draw(trd.Bitmap, trr, trsr);
                            }
                            if (blsr.Width > 0 && blsr.Height > 0)
                            {
                                renderer.Draw(bld.Bitmap, blr, blsr);
                            }
                            if (brsr.Width > 0 && brsr.Height > 0)
                            {
                                renderer.Draw(brd.Bitmap, brr, brsr);
                            }
                            continue;
                        }
                        else
                        {
                            // can't generate from children, so try generating one of the parents
                            Key       parent     = key;
                            Rectangle parentRect = sourceRect;
                            TileData  parentData = null;
                            while (parent.Zoom >= 0 && parentData == null)
                            {
                                parentRect.Width  /= 2;
                                parentRect.Height /= 2;
                                parentRect.X      /= 2;
                                parentRect.Y      /= 2;
                                if (parent.X % 2 == 1)
                                {
                                    parentRect.X += 128;
                                }
                                if (parent.Y % 2 == 1)
                                {
                                    parentRect.Y += 128;
                                }
                                parent.X /= 2;
                                parent.Y /= 2;
                                parent.Zoom--;
                                TileCache.TryGetValue(parent, out parentData);
                            }

                            if (parentData != null && parentData.Bitmap != null)
                            {
                                // mark this tile as used recently
                                parentData.LastUsed = tickCount;
                                if (tileRect.Width > 0 && tileRect.Height > 0)
                                {
                                    renderer.Draw(parentData.Bitmap, tileRect, parentRect);
                                }
                                continue;
                            }
                            else
                            {
                                // tile is being downloaded, and we have no parent or child images we can use to draw a temp
                                // image. let's try to use a refresh bitmap.

                                // tile is not available, and this is a transparent draw,
                                // so dont draw at all
                                if (HasAlpha)
                                {
                                    continue;
                                }
                                if ((tile = RefreshBitmap) == null)
                                {
                                    renderer.FillRectangle(BackColor, tileRect);
                                    continue;
                                }
                            }
                        }
                    }

                    if (tile != null && tileRect.Width > 0 && tileRect.Height > 0)
                    {
                        renderer.Draw(tile, tileRect, sourceRect);
                    }
                }
            }

            int     pixelLevelZoom   = myZoom + 8;
            int     centerXReference = myCenterTile.X << 8;
            int     centerYReference = myCenterTile.Y << 8;
            Geocode tlGeo            = PointToGeocode(new Point(Math.Max(centerXReference + myCenterOffset.X - width / 2, 0), Math.Max(centerYReference + myCenterOffset.Y - height / 2, 0)), pixelLevelZoom);
            Geocode brGeo            = PointToGeocode(new Point(Math.Min(centerXReference + myCenterOffset.X + width / 2, 1 << pixelLevelZoom), Math.Min(centerYReference + myCenterOffset.Y + height / 2, 1 << pixelLevelZoom)), pixelLevelZoom);
            int     adjustX          = midX - centerXReference;
            int     adjustY          = midY - centerYReference;

            foreach (Route route in myRoutes)
            {
                List <Point> points             = new List <Point>();
                Geocode      lastOffscreenPoint = Geocode.Null;
                for (int i = 0; i < route.PolyLine.Length; i++)
                {
                    Geocode geocode = route.PolyLine[i];
                    if (myLevelToZoom[route.Levels[i]] > myZoom)
                    {
                        continue;
                    }

                    // check if we're drawing off the screen
                    if (!GeocodeBoxContains(tlGeo, brGeo, geocode))
                    {
                        // if we're drawing from on screen to off screen, draw it, but note that
                        // we are now off screen
                        if (lastOffscreenPoint == Geocode.Null)
                        {
                            points.Add(GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY));
                        }

                        lastOffscreenPoint = geocode;
                        continue;
                    }

                    // draw in from off the screen if necessary
                    if (lastOffscreenPoint != Geocode.Null)
                    {
                        points.Add(GeocodeToScreen(lastOffscreenPoint, pixelLevelZoom, adjustX, adjustY));
                    }
                    // note that we are now in screen space
                    lastOffscreenPoint = Geocode.Null;

                    points.Add(GeocodeToScreen(geocode, pixelLevelZoom, adjustX, adjustY));
                }
                if (points.Count > 1)
                {
                    renderer.DrawLines(route.LineWidth, Color.Cyan, points.ToArray());
                }
            }

            foreach (IMapOverlay overlay in Overlays)
            {
                DrawAtGeocode(tlGeo, brGeo, renderer, overlay.Geocode, pixelLevelZoom, adjustX + overlay.Offset.X, adjustY + overlay.Offset.Y, overlay.Drawable);
            }

            return(unavailable);
        }
 private void RerenderMap()
 {
     mapRenderer.Draw(map, ref texture);
 }