LADXHD/Editor/TileSelectionScreen.cs

159 lines
7 KiB
C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.Base;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
namespace ProjectZ.Editor
{
internal class TileSelectionScreen
{
private readonly EditorCamera _camera = new EditorCamera();
private TileMap _tileMap;
public int[,] SelectedTiles;
private string _currentMapFileName;
private int _currentSelection;
private int _selectionEnd;
private int _selectionStart;
private bool _selecting;
public void Load(ContentManager content)
{
_camera.Scale = 5;
}
public void Update(GameTime gameTime)
{
Game1.EditorUi.CurrentScreen = Values.EditorUiTileSelection;
_tileMap = Game1.GameManager.MapManager.CurrentMap.TileMap;
// center the tileset
if (Game1.GameManager.MapManager.CurrentMap.MapName != _currentMapFileName)
{
_currentMapFileName = Game1.GameManager.MapManager.CurrentMap.MapName;
_camera.Location.X = (int)(Game1.WindowWidth - _tileMap.SprTileset.Width * _camera.Scale) / 2;
_camera.Location.Y = (int)(Game1.WindowHeight - _tileMap.SprTileset.Height * _camera.Scale) / 2;
}
var mousePosition = InputHandler.MousePosition();
// move the tileset
if (!InputHandler.MouseMiddleStart() && InputHandler.MouseMiddleDown())
_camera.Location += mousePosition - InputHandler.LastMousePosition();
// update tileset scale
if (InputHandler.MouseWheelUp())
_camera.Zoom(1, mousePosition);
if (InputHandler.MouseWheelDown())
_camera.Zoom(-1, mousePosition);
// clamp the position of the tileset to stay inside the _camera.Scale
var minVisible = 48;
_camera.Location.X = (int)MathHelper.Clamp(_camera.Location.X,
-_tileMap.SprTileset.Width * _camera.Scale + minVisible * _camera.Scale,
Game1.WindowWidth - minVisible * _camera.Scale);
_camera.Location.Y = (int)MathHelper.Clamp(_camera.Location.Y,
-_tileMap.SprTileset.Height * _camera.Scale + minVisible * _camera.Scale,
Game1.WindowHeight - minVisible * _camera.Scale);
// update currentSelection
if (InputHandler.MouseIntersect(new Rectangle(
_camera.Location.X, _camera.Location.Y,
(int)(_tileMap.SprTileset.Width * _camera.Scale),
(int)(_tileMap.SprTileset.Height * _camera.Scale))))
{
_currentSelection =
(mousePosition.X - _camera.Location.X) / (int)(_tileMap.TileSize * _camera.Scale) % _tileMap.TileCountX +
(mousePosition.Y - _camera.Location.Y) / (int)(_tileMap.TileSize * _camera.Scale) * _tileMap.TileCountX;
_selectionEnd = _currentSelection;
}
else
_currentSelection = -1;
// select a tile
if (InputHandler.MouseLeftStart() && _currentSelection != -1)
{
_selecting = true;
_selectionStart = _currentSelection;
}
if (InputHandler.MouseLeftReleased() && _selecting)
{
_selecting = false;
// select multiple tiles
var start = Math.Min(_selectionStart, _selectionEnd);
var end = Math.Max(_selectionStart, _selectionEnd);
SelectedTiles = new int[Math.Abs(
end % _tileMap.TileCountX - start % _tileMap.TileCountX) + 1,
end / _tileMap.TileCountX - start / _tileMap.TileCountX + 1];
for (var y = start / _tileMap.TileCountX; y <= end / _tileMap.TileCountX; y++)
for (var x = Math.Min(start % _tileMap.TileCountX, end % _tileMap.TileCountX);
x <= Math.Max(start % _tileMap.TileCountX, end % _tileMap.TileCountX); x++)
{
SelectedTiles[
x - Math.Min(start % _tileMap.TileCountX, end % _tileMap.TileCountX),
y - start / _tileMap.TileCountX] = x + y * _tileMap.TileCountX;
}
}
}
public void Draw(SpriteBatch spriteBatch, bool blurTileset)
{
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, _camera.TransformMatrix);
var tileset = blurTileset ? _tileMap.SprTilesetBlur : _tileMap.SprTileset;
// draw the tiled background
spriteBatch.Draw(Resources.SprTiledBlock, Vector2.Zero,
new Rectangle(0, 0,
(tileset.Width / _tileMap.TileSize) * 16,
(tileset.Height / _tileMap.TileSize) * 16), Color.White);
// draw the tileset
spriteBatch.Draw(tileset, Vector2.Zero, Color.White);
// draw the current selection
if (_currentSelection >= 0)
spriteBatch.Draw(Resources.SprWhite, new Rectangle(
_currentSelection % _tileMap.TileCountX * _tileMap.TileSize,
_currentSelection / _tileMap.TileCountX * _tileMap.TileSize,
_tileMap.TileSize, _tileMap.TileSize), Color.White * 0.5f);
// draw the selection
if (SelectedTiles != null)
{
for (var y = 0; y < SelectedTiles.GetLength(1); y++)
for (var x = 0; x < SelectedTiles.GetLength(0); x++)
{
if (SelectedTiles[x, y] >= 0)
spriteBatch.Draw(Resources.SprWhite, new Rectangle(
(SelectedTiles[x, y] % _tileMap.TileCountX) * _tileMap.TileSize,
(SelectedTiles[x, y] / _tileMap.TileCountX) * _tileMap.TileSize,
_tileMap.TileSize, _tileMap.TileSize), Color.Red * 0.5f);
}
}
if (_selecting)
{
spriteBatch.Draw(Resources.SprWhite, new Rectangle(
Math.Min(_selectionStart % _tileMap.TileCountX, _selectionEnd % _tileMap.TileCountX) * _tileMap.TileSize,
Math.Min(_selectionStart / _tileMap.TileCountX, _selectionEnd / _tileMap.TileCountX) * _tileMap.TileSize,
(Math.Abs(_selectionStart % _tileMap.TileCountX - _selectionEnd % _tileMap.TileCountX) + 1) * _tileMap.TileSize,
(Math.Abs(_selectionStart / _tileMap.TileCountX - _selectionEnd / _tileMap.TileCountX) + 1) * _tileMap.TileSize), Color.PaleVioletRed * 0.5f);
}
spriteBatch.End();
}
}
}