private static RectangleF CalculateBoundary(TmxMap tmxMap) { RectangleF rcMap = new RectangleF(Point.Empty, tmxMap.MapSizeInPixels()); // Take boundaries from object groups var objBounds = from g in tmxMap.ObjectGroups from o in g.Objects where o.Visible == true select o.GetWorldBounds(); // Take boundaries from objects embedded in tiles var tileBounds = from layer in tmxMap.Layers where layer.Visible == true from y in Enumerable.Range(0, layer.Height) from x in Enumerable.Range(0, layer.Width) let tileId = layer.GetTileIdAt(x, y) where tileId != 0 let tile = tmxMap.Tiles[tileId] from o in tile.ObjectGroup.Objects let bound = o.GetWorldBounds() let point = TmxMath.TileCornerInScreenCoordinates(tmxMap, x, y) select new RectangleF(bound.X + point.X, bound.Y + point.Y, bound.Width, bound.Height); var allBounds = objBounds.Concat(tileBounds); var union = allBounds.Aggregate(rcMap, RectangleF.Union); // Inflate a tile size to make room for the grid union.Inflate(tmxMap.TileWidth, tmxMap.TileHeight); union.Inflate(PreviewImage.GridSize, PreviewImage.GridSize); return(union); }
private static void DrawGridHex(Graphics g, TmxMap tmxMap) { // Our collection of points to render HashSet <Point> points = new HashSet <Point>(); // Note: borrowed heavily from Tiled source (HexagonalRenderer::drawGrid) int tileWidth = tmxMap.TileWidth & ~1; int tileHeight = tmxMap.TileHeight & ~1; int sideLengthX = tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.X ? tmxMap.HexSideLength : 0; int sideLengthY = tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.Y ? tmxMap.HexSideLength : 0; int sideOffsetX = (tmxMap.TileWidth - sideLengthX) / 2; int sideOffsetY = (tmxMap.TileHeight - sideLengthY) / 2; int columnWidth = sideOffsetX + sideLengthX; int rowHeight = sideOffsetY + sideLengthY; bool staggerX = tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.X; // Determine the tile and pixel coordinates to start at Point startTile = new Point(0, 0); Point startPos = TmxMath.TileCornerInScreenCoordinates(tmxMap, startTile.X, startTile.Y); Point[] oct = new Point[8] { new Point(0, tileHeight - sideOffsetY), new Point(0, sideOffsetY), new Point(sideOffsetX, 0), new Point(tileWidth - sideOffsetX, 0), new Point(tileWidth, sideOffsetY), new Point(tileWidth, tileHeight - sideOffsetY), new Point(tileWidth - sideOffsetX, tileHeight), new Point(sideOffsetX, tileHeight) }; if (staggerX) { // Odd row shifting is applied in the rendering loop, so un-apply it here if (TmxMath.DoStaggerX(tmxMap, startTile.X)) { startPos.Y -= rowHeight; } for (; startTile.X < GetMaxTilesWide(tmxMap); startTile.X++) { Point rowTile = startTile; Point rowPos = startPos; if (TmxMath.DoStaggerX(tmxMap, startTile.X)) { rowPos.Y += rowHeight; } for (; rowTile.Y < GetMaxTilesHigh(tmxMap); rowTile.Y++) { points.Add(TmxMath.AddPoints(rowPos, oct[1])); points.Add(TmxMath.AddPoints(rowPos, oct[2])); points.Add(TmxMath.AddPoints(rowPos, oct[3])); points.Add(TmxMath.AddPoints(rowPos, oct[4])); bool isStaggered = TmxMath.DoStaggerX(tmxMap, startTile.X); bool lastRow = rowTile.Y == tmxMap.Height - 1; bool lastColumn = rowTile.X == tmxMap.Width - 1; bool bottomLeft = rowTile.X == 0 || (lastRow && isStaggered); bool bottomRight = lastColumn || (lastRow && isStaggered); if (bottomRight) { points.Add(TmxMath.AddPoints(rowPos, oct[5])); points.Add(TmxMath.AddPoints(rowPos, oct[6])); } if (lastRow) { points.Add(TmxMath.AddPoints(rowPos, oct[6])); points.Add(TmxMath.AddPoints(rowPos, oct[7])); } if (bottomLeft) { points.Add(TmxMath.AddPoints(rowPos, oct[7])); points.Add(TmxMath.AddPoints(rowPos, oct[0])); } rowPos.Y += tileHeight + sideLengthY; } startPos.X += columnWidth; } } else { // Odd row shifting is applied in the rendering loop, so un-apply it here if (TmxMath.DoStaggerY(tmxMap, startTile.Y)) { startPos.X -= columnWidth; } for (; startTile.Y < tmxMap.Height; startTile.Y++) { Point rowTile = startTile; Point rowPos = startPos; if (TmxMath.DoStaggerY(tmxMap, startTile.Y)) { rowPos.X += columnWidth; } for (; rowTile.X < tmxMap.Width; rowTile.X++) { points.Add(TmxMath.AddPoints(rowPos, oct[0])); points.Add(TmxMath.AddPoints(rowPos, oct[1])); points.Add(TmxMath.AddPoints(rowPos, oct[2])); points.Add(TmxMath.AddPoints(rowPos, oct[3])); points.Add(TmxMath.AddPoints(rowPos, oct[4])); bool isStaggered = TmxMath.DoStaggerY(tmxMap, startTile.Y); bool lastRow = rowTile.Y == tmxMap.Height - 1; bool lastColumn = rowTile.Y == tmxMap.Width - 1; bool bottomLeft = lastRow || (rowTile.X == 0 && !isStaggered); bool bottomRight = lastRow || (lastColumn && isStaggered); if (lastColumn) { points.Add(TmxMath.AddPoints(rowPos, oct[4])); points.Add(TmxMath.AddPoints(rowPos, oct[5])); } if (bottomRight) { points.Add(TmxMath.AddPoints(rowPos, oct[5])); points.Add(TmxMath.AddPoints(rowPos, oct[6])); } if (bottomLeft) { points.Add(TmxMath.AddPoints(rowPos, oct[7])); points.Add(TmxMath.AddPoints(rowPos, oct[0])); } rowPos.X += tileWidth + sideLengthX; } startPos.Y += rowHeight; } } foreach (var p in points) { RectangleF rc = new RectangleF(p.X, p.Y, PreviewImage.GridSize, PreviewImage.GridSize); rc.Offset(-PreviewImage.GridSize * 0.5f, -PreviewImage.GridSize * 0.5f); g.DrawRectangle(Pens.Black, rc.X, rc.Y, rc.Width, rc.Height); } }
private static void DrawTilesInTileLayer(Graphics g, TmxMap tmxMap, TmxLayer layer) { // Set the opacity for the layer (Not supported on Mac builds) #if !TILED2UNITY_MAC ColorMatrix colorMatrix = new ColorMatrix(); colorMatrix.Matrix33 = layer.Opacity; ImageAttributes imageAttributes = new ImageAttributes(); imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap); #endif // The range of x and y depends on the render order of the tiles // By default we draw right and down but may reverse the tiles we visit var range_x = Enumerable.Range(0, GetMaxTilesWide(layer)); var range_y = Enumerable.Range(0, GetMaxTilesHigh(layer)); if (tmxMap.DrawOrderHorizontal == -1) { range_x = range_x.Reverse(); } if (tmxMap.DrawOrderVertical == -1) { range_y = range_y.Reverse(); } // Visit the tiles we are going to draw var tiles = from y in range_y from x in range_x let rawTileId = layer.GetRawTileIdAt(x, y) let tileId = layer.GetTileIdAt(x, y) where tileId != 0 let tile = tmxMap.Tiles[tileId] // Support for animated tiles. Just show the first frame of the animation. let frame = tmxMap.Tiles[tile.Animation.Frames[0].GlobalTileId] select new { Tile = frame, Position = TmxMath.TileCornerInScreenCoordinates(tmxMap, x, y), Bitmap = frame.TmxImage.ImageBitmap, IsFlippedDiagnoally = TmxMath.IsTileFlippedDiagonally(rawTileId), IsFlippedHorizontally = TmxMath.IsTileFlippedHorizontally(rawTileId), IsFlippedVertically = TmxMath.IsTileFlippedVertically(rawTileId), }; PointF[] destPoints = new PointF[4]; PointF[] destPoints3 = new PointF[3]; foreach (var t in tiles) { PointF location = t.Position; // Individual tiles may be larger than the given tile size of the overall map location.Y = (t.Position.Y - t.Tile.TileSize.Height) + tmxMap.TileHeight; // Take tile offset into account location.X += t.Tile.Offset.X; location.Y += t.Tile.Offset.Y; // Make up the 'quad' of texture points and transform them PointF center = new PointF(t.Tile.TileSize.Width * 0.5f, t.Tile.TileSize.Height * 0.5f); destPoints[0] = new Point(0, 0); destPoints[1] = new Point(t.Tile.TileSize.Width, 0); destPoints[2] = new Point(t.Tile.TileSize.Width, t.Tile.TileSize.Height); destPoints[3] = new Point(0, t.Tile.TileSize.Height); // Transform the points based on our flipped flags TmxMath.TransformPoints(destPoints, center, t.IsFlippedDiagnoally, t.IsFlippedHorizontally, t.IsFlippedVertically); // Put the destination points back into world space TmxMath.TranslatePoints(destPoints, location); // Stupid DrawImage function only takes 3 destination points otherwise it throws an exception destPoints3[0] = destPoints[0]; destPoints3[1] = destPoints[1]; destPoints3[2] = destPoints[3]; // Draw the tile Rectangle source = new Rectangle(t.Tile.LocationOnSource, t.Tile.TileSize); #if !TILED2UNITY_MAC g.DrawImage(t.Bitmap, destPoints3, source, GraphicsUnit.Pixel, imageAttributes); #else g.DrawImage(t.Bitmap, destPoints3, source, GraphicsUnit.Pixel); #endif } }
private static SKRect CalculateBoundary(TmxMap tmxMap) { SKRect rcMap = SKRect.Create(0, 0, tmxMap.MapSizeInPixels.Width, tmxMap.MapSizeInPixels.Height); // Any tile layers in the map can be offset var tileLayerBounds = from layer in tmxMap.EnumerateTileLayers() where layer.Visible == true let offset = layer.GetCombinedOffset() select SKRect.Create(offset.X, offset.Y, rcMap.Size.Width, rcMap.Size.Height); // Take boundaries from object groups var objBounds = from g in tmxMap.EnumerateObjectLayers() from o in g.Objects where o.Visible == true let b = o.GetOffsetWorldBounds() select SKRect.Create(b.X, b.Y, b.Width, b.Height); // Take boundaries from objects embedded in tiles var tileBounds = from layer in tmxMap.EnumerateTileLayers() where layer.Visible == true from y in Enumerable.Range(0, layer.Height) from x in Enumerable.Range(0, layer.Width) let tileId = layer.GetTileIdAt(x, y) where tileId != 0 let tile = tmxMap.Tiles[tileId] from o in tile.ObjectGroup.Objects let bound = o.GetOffsetWorldBounds() let point = TmxMath.TileCornerInScreenCoordinates(tmxMap, x, y) select SKRect.Create(bound.X + point.X, bound.Y + point.Y, bound.Width, bound.Height); var allBounds = tileLayerBounds.Concat(objBounds).Concat(tileBounds); var union = allBounds.Aggregate(rcMap, SKRect.Union); // Inflate a tile size to make room for the grid union.Inflate(tmxMap.TileWidth, tmxMap.TileHeight); union.Inflate(PreviewImage.GridSize, PreviewImage.GridSize); return(union); }