public void FillRectangle(RectI area, ref TilePicker tile) { // validate area int w = _world.Header.WorldBounds.W; area.Rebound(_world.Header.WorldBounds); for (int x = area.Left; x <= area.Right; x++) { for (int y = area.Top; y <= area.Bottom; y++) { UpdateTile(ref tile, ref x, ref y, ref w); } } }
public void DrawRectangle(RectI area, ref TilePicker tile) { // Use refs for faster access (really important!) speeds up a lot! int w = _world.Header.WorldBounds.W; int h = _world.Header.WorldBounds.H; // Check boundaries area.Rebound(_world.Header.WorldBounds); // (needed for refs) int x1 = area.Left; int x2 = area.Right; int y1 = area.Top; int y2 = area.Bottom; // top and bottom horizontal scanlines for (int x = area.Left; x <= area.Right; x++) { UpdateTile(ref tile, ref x, ref y1, ref w); UpdateTile(ref tile, ref x, ref y2, ref w); } for (int y = area.Top; y <= area.Bottom; y++) { UpdateTile(ref tile, ref x1, ref y, ref w); UpdateTile(ref tile, ref x2, ref y, ref w); } }
public void UpdateWorldImage(RectI area, bool isRenderedLayer = false, string renderMsg = "Render Update Complete.", WriteableBitmap img = null) { // validate area area.Rebound(_world.Header.WorldBounds); int width = area.Width; int height = area.Height; int rts = isRenderedLayer ? 8 : 1; string renderProgressMsg = isRenderedLayer ? "Rendering Textured World..." : "Rendering Pixel World..."; if (img == null) img = isRenderedLayer ? _worldImage.Rendered : _worldImage.Image; var pixels = new BytePixels(area.Size * rts, 4); var stride = img.PixelWidth * img.Format.BitsPerPixel / 8; for (int x = area.X; x <= area.Right; x++) { int dx = x - area.X; if (renderMsg != null) OnProgressChanged(this, dx, width, renderProgressMsg); for (int y = area.Y; y <= area.Bottom; y++) { int dy = y - area.Y; Tile tile = _world.Tiles[x, y]; if (tile != null) { var xy = (new PointInt32(x, y) - area.TopLeft) * rts; var bp = isRenderedLayer ? GetTexture(y, tile) : GetTextureLayer("TilePixel", y, tile); bp.PutData(pixels, xy); } } } SizeInt32 ts = new SizeInt32(rts, rts); var realArea = isRenderedLayer ? new RectI(new PointInt32(), area.Size * ts) : area; // Rendered layer starts at 0,0 img.Lock(); img.WritePixels(realArea, pixels.GetData(), stride, 0); if (!isRenderedLayer) img.AddDirtyRect(realArea); img.Unlock(); if (renderMsg != null) OnProgressChanged(this, 100, 100, renderMsg); }