/******************************************************************************* * 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.*; 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.tiled.TiledMap; import com.badlogic.gdx.maps.tiled.TiledMapTile; import com.badlogic.gdx.maps.tiled.TiledMapTileLayer; import com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile; public class HexagonalTiledMapRenderer extends BatchTiledMapRenderer { /** true for X-Axis, false for Y-Axis */ private boolean staggerAxisX = true; /** true for even StaggerIndex, false for odd */ private boolean staggerIndexEven = false; /** the parameter defining the shape of the hexagon from tiled. more specifically it represents the length of the sides that * are parallel to the stagger axis. e.g. with respect to the stagger axis a value of 0 results in a rhombus shape, while a * value equal to the tile length/height represents a square shape and a value of 0.5 represents a regular hexagon if tile * length equals tile height */ private float hexSideLength = 0f; public HexagonalTiledMapRenderer (TiledMap map) { super(map); init(map); } public HexagonalTiledMapRenderer (TiledMap map, float unitScale) { super(map, unitScale); init(map); } public HexagonalTiledMapRenderer (TiledMap map, Batch batch) { super(map, batch); init(map); } public HexagonalTiledMapRenderer (TiledMap map, float unitScale, Batch batch) { super(map, unitScale, batch); init(map); } private void init (TiledMap map) { String axis = map.getProperties().get("staggeraxis", String.class); if (axis != null) { if (axis.equals("x")) { staggerAxisX = true; } else { staggerAxisX = false; } } String index = map.getProperties().get("staggerindex", String.class); if (index != null) { if (index.equals("even")) { staggerIndexEven = true; } else { staggerIndexEven = false; } } Integer length = map.getProperties().get("hexsidelength", Integer.class); if (length != null) { hexSideLength = length.intValue(); } else { if (staggerAxisX) { length = map.getProperties().get("tilewidth", Integer.class); if (length != null) { hexSideLength = 0.5f * length.intValue(); } else { TiledMapTileLayer tmtl = (TiledMapTileLayer)map.getLayers().get(0); hexSideLength = 0.5f * tmtl.getTileWidth(); } } else { length = map.getProperties().get("tileheight", Integer.class); if (length != null) { hexSideLength = 0.5f * length.intValue(); } else { TiledMapTileLayer tmtl = (TiledMapTileLayer)map.getLayers().get(0); hexSideLength = 0.5f * tmtl.getTileHeight(); } } } } @Override public void renderTileLayer (TiledMapTileLayer layer) { final Color batchColor = batch.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 float layerOffsetX = layer.getOffsetX() * unitScale; // offset in tiled is y down, so we flip it final float layerOffsetY = -layer.getOffsetY() * unitScale; final float layerHexLength = hexSideLength * unitScale; if (staggerAxisX) { final float tileWidthLowerCorner = (layerTileWidth - layerHexLength) / 2; final float tileWidthUpperCorner = (layerTileWidth + layerHexLength) / 2; final float layerTileHeight50 = layerTileHeight * 0.50f; final int row1 = Math.max(0, (int)((viewBounds.y - layerTileHeight50 - layerOffsetX) / layerTileHeight)); final int row2 = Math.min(layerHeight, (int)((viewBounds.y + viewBounds.height + layerTileHeight - layerOffsetX) / layerTileHeight)); final int col1 = Math.max(0, (int)(((viewBounds.x - tileWidthLowerCorner - layerOffsetY) / tileWidthUpperCorner))); final int col2 = Math.min(layerWidth, (int)((viewBounds.x + viewBounds.width + tileWidthUpperCorner - layerOffsetY) / tileWidthUpperCorner)); // depending on the stagger index either draw all even before the odd or vice versa final int colA = (staggerIndexEven == (col1 % 2 == 0)) ? col1 + 1 : col1; final int colB = (staggerIndexEven == (col1 % 2 == 0)) ? col1 : col1 + 1; for (int row = row2 - 1; row >= row1; row--) { for (int col = colA; col < col2; col += 2) { renderCell(layer.getCell(col, row), tileWidthUpperCorner * col + layerOffsetX, layerTileHeight50 + (layerTileHeight * row) + layerOffsetY, color); } for (int col = colB; col < col2; col += 2) { renderCell(layer.getCell(col, row), tileWidthUpperCorner * col + layerOffsetX, layerTileHeight * row + layerOffsetY, color); } } } else { final float tileHeightLowerCorner = (layerTileHeight - layerHexLength) / 2; final float tileHeightUpperCorner = (layerTileHeight + layerHexLength) / 2; final float layerTileWidth50 = layerTileWidth * 0.50f; final int row1 = Math.max(0, (int)(((viewBounds.y - tileHeightLowerCorner - layerOffsetX) / tileHeightUpperCorner))); final int row2 = Math.min(layerHeight, (int)((viewBounds.y + viewBounds.height + tileHeightUpperCorner - layerOffsetX) / tileHeightUpperCorner)); final int col1 = Math.max(0, (int)(((viewBounds.x - layerTileWidth50 - layerOffsetY) / layerTileWidth))); final int col2 = Math.min(layerWidth, (int)((viewBounds.x + viewBounds.width + layerTileWidth - layerOffsetY) / layerTileWidth)); float shiftX = 0; for (int row = row2 - 1; row >= row1; row--) { // depending on the stagger index either shift for even or uneven indexes if ((row % 2 == 0) == staggerIndexEven) shiftX = layerTileWidth50; else shiftX = 0; for (int col = col1; col < col2; col++) { renderCell(layer.getCell(col, row), layerTileWidth * col + shiftX + layerOffsetX, tileHeightUpperCorner * row + layerOffsetY, color); } } } } /** render a single cell */ private void renderCell (final TiledMapTileLayer.Cell cell, final float x, final float y, final float color) { if (cell != null) { final TiledMapTile tile = cell.getTile(); if (tile != null) { if (tile instanceof AnimatedTiledMapTile) return; 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 == 2) { 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; } batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES); } } } }