/*******************************************************************************
* 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.SpriteBatch.*;
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.TiledMapTileLayer.Cell;
public class IsometricStaggeredTiledMapRenderer extends BatchTiledMapRenderer {
public IsometricStaggeredTiledMapRenderer (TiledMap map) {
super(map);
}
public IsometricStaggeredTiledMapRenderer (TiledMap map, Batch batch) {
super(map, batch);
}
public IsometricStaggeredTiledMapRenderer (TiledMap map, float unitScale) {
super(map, unitScale);
}
public IsometricStaggeredTiledMapRenderer (TiledMap map, float unitScale, Batch batch) {
super(map, unitScale, batch);
}
@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 layerOffsetX = layer.getOffsetX() * unitScale;
// offset in tiled is y down, so we flip it
final float layerOffsetY = -layer.getOffsetY() * unitScale;
final float layerTileWidth = layer.getTileWidth() * unitScale;
final float layerTileHeight = layer.getTileHeight() * unitScale;
final float layerTileWidth50 = layerTileWidth * 0.50f;
final float layerTileHeight50 = layerTileHeight * 0.50f;
final int minX = Math.max(0, (int)(((viewBounds.x - layerTileWidth50 - layerOffsetX) / layerTileWidth)));
final int maxX = Math.min(layerWidth,
(int)((viewBounds.x + viewBounds.width + layerTileWidth + layerTileWidth50 - layerOffsetX) / layerTileWidth));
final int minY = Math.max(0, (int)(((viewBounds.y - layerTileHeight - layerOffsetY) / layerTileHeight)));
final int maxY = Math.min(layerHeight,
(int)((viewBounds.y + viewBounds.height + layerTileHeight - layerOffsetY) / layerTileHeight50));
for (int y = maxY - 1; y >= minY; y--) {
float offsetX = (y % 2 == 1) ? layerTileWidth50 : 0;
for (int x = maxX - 1; x >= minX; x--) {
final TiledMapTileLayer.Cell cell = layer.getCell(x, y);
if (cell == null) 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 * layerTileWidth - offsetX + tile.getOffsetX() * unitScale + layerOffsetX;
float y1 = y * layerTileHeight50 + tile.getOffsetY() * unitScale + layerOffsetY;
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;
}
}
}
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES);
}
}
}
}
}