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