Package com.badlogic.gdx.maps.tiled.renderers

Source Code of com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer

/*******************************************************************************
* Copyright 2013 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*   http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/

package com.badlogic.gdx.maps.tiled.renderers;

import static com.badlogic.gdx.graphics.g2d.Batch.C1;
import static com.badlogic.gdx.graphics.g2d.Batch.C2;
import static com.badlogic.gdx.graphics.g2d.Batch.C3;
import static com.badlogic.gdx.graphics.g2d.Batch.C4;
import static com.badlogic.gdx.graphics.g2d.Batch.U1;
import static com.badlogic.gdx.graphics.g2d.Batch.U2;
import static com.badlogic.gdx.graphics.g2d.Batch.U3;
import static com.badlogic.gdx.graphics.g2d.Batch.U4;
import static com.badlogic.gdx.graphics.g2d.Batch.V1;
import static com.badlogic.gdx.graphics.g2d.Batch.V2;
import static com.badlogic.gdx.graphics.g2d.Batch.V3;
import static com.badlogic.gdx.graphics.g2d.Batch.V4;
import static com.badlogic.gdx.graphics.g2d.Batch.X1;
import static com.badlogic.gdx.graphics.g2d.Batch.X2;
import static com.badlogic.gdx.graphics.g2d.Batch.X3;
import static com.badlogic.gdx.graphics.g2d.Batch.X4;
import static com.badlogic.gdx.graphics.g2d.Batch.Y1;
import static com.badlogic.gdx.graphics.g2d.Batch.Y2;
import static com.badlogic.gdx.graphics.g2d.Batch.Y3;
import static com.badlogic.gdx.graphics.g2d.Batch.Y4;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;

public class OrthogonalTiledMapRenderer extends BatchTiledMapRenderer {

  public OrthogonalTiledMapRenderer (TiledMap map) {
    super(map);
  }

  public OrthogonalTiledMapRenderer (TiledMap map, Batch batch) {
    super(map, batch);
  }

  public OrthogonalTiledMapRenderer (TiledMap map, float unitScale) {
    super(map, unitScale);
  }

  public OrthogonalTiledMapRenderer (TiledMap map, float unitScale, Batch batch) {
    super(map, unitScale, batch);
  }

  @Override
  public void renderObject (MapObject object) {

  }

  @Override
  public void renderTileLayer (TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.getColor();
    final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final int col1 = Math.max(0, (int)(viewBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth, (int)((viewBounds.x + viewBounds.width + layerTileWidth) / layerTileWidth));

    final int row1 = Math.max(0, (int)(viewBounds.y / layerTileHeight));
    final int row2 = Math.min(layerHeight, (int)((viewBounds.y + viewBounds.height + layerTileHeight) / layerTileHeight));

    float y = row2 * layerTileHeight;
    float xStart = col1 * layerTileWidth;
    final float[] vertices = this.vertices;

    for (int row = row2; row >= row1; row--) {
      float x = xStart;
      for (int col = col1; col < col2; col++) {
        final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
        if (cell == null) {
          x += layerTileWidth;
          continue;
        }
        final TiledMapTile tile = cell.getTile();

        if (tile != null) {
          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();

          TextureRegion region = tile.getTextureRegion();

          float x1 = x + tile.getOffsetX() * unitScale;
          float y1 = y + tile.getOffsetY() * unitScale;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }
          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }
          if (rotations != 0) {
            switch (rotations) {
            case Cell.ROTATE_90: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V2];
              vertices[V2] = vertices[V3];
              vertices[V3] = vertices[V4];
              vertices[V4] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U2];
              vertices[U2] = vertices[U3];
              vertices[U3] = vertices[U4];
              vertices[U4] = tempU;
              break;
            }
            case Cell.ROTATE_180: {
              float tempU = vertices[U1];
              vertices[U1] = vertices[U3];
              vertices[U3] = tempU;
              tempU = vertices[U2];
              vertices[U2] = vertices[U4];
              vertices[U4] = tempU;
              float tempV = vertices[V1];
              vertices[V1] = vertices[V3];
              vertices[V3] = tempV;
              tempV = vertices[V2];
              vertices[V2] = vertices[V4];
              vertices[V4] = tempV;
              break;
            }
            case Cell.ROTATE_270: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V4];
              vertices[V4] = vertices[V3];
              vertices[V3] = vertices[V2];
              vertices[V2] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U4];
              vertices[U4] = vertices[U3];
              vertices[U3] = vertices[U2];
              vertices[U2] = tempU;
              break;
            }
            }
          }
          spriteBatch.draw(region.getTexture(), vertices, 0, 20);
        }
        x += layerTileWidth;
      }
      y -= layerTileHeight;
    }
  }
}
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