mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
3a5269cfea
* Removed MonoGame.Extended.Animations This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality. * Rework BitmapFonts for new project organization. * Cleanup namespaces * Cleanup namespaces * Move MonoGame.Extended.Collision into base project * Moved MonoGame.Extended.Entities into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Input into base project * Moved MonoGame.Extended.Particles into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tweening into base project * Removing SpriteFactory support This will be added back in at a later date once the SpriteFactory application has been updated * Update TexturePacker content import support * Only needs to reference base project now * Moved to Serialization namespace * Moved Json serialization to Serialization.Json namespace * Moved TexturePacker content DTOs to the Content namespace * Renamed to Texture2DRegion.Extensions.cs * Cleaned up namespace * Moved ReadTiledMapProperties into the ContentReaderExtensions * Created an Extended content manager * Moved Tweening tests to base test project * Moved Tiled test to base test project * Moved Entities Tests to base test project * Moved Entities tests to base test project * Moved Collisions tests to base test project * Moved Pipeline Tiled test to Pipeline tests project * Use `var` instead of full type name * Add Tiled namespace * Correct `Metadata` property name to new `Meta` property name * Cleanup namespace * Add effects namespace * Add Content namespace * Update using statements to new namespaces * Move Pipeline Tiled tests to Pipeline test project * Use correct namespace * Use `var` instead of typing out nested types * Remove unused namespaces * Update to new namespaces * Remove unused namespaces * Update to new namespaces * Remove dependency on Particles csproj * Update included content on build * Add embedded resources * Merge multi csproj structure into single csproj structure * TexturePackerPoint properties should be `double` not `int` * Update csproj * Use dotnet tool to rebuild effects * Move effect compilation to targets file This will ensure the effects are always built * Fix workflow to build effects on linux * Set wine path * Export instead of using actions env section * Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
109 lines
4.8 KiB
C#
109 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml.Serialization;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using MonoGame.Extended.Content.Tiled;
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namespace MonoGame.Extended.Content.Pipeline.Tiled
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{
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[ContentImporter(".tmx", DefaultProcessor = "TiledMapProcessor", DisplayName = "Tiled Map Importer - MonoGame.Extended")]
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public class TiledMapImporter : ContentImporter<TiledMapContentItem>
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{
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public override TiledMapContentItem Import(string filePath, ContentImporterContext context)
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{
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try
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{
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if (filePath == null)
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throw new ArgumentNullException(nameof(filePath));
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ContentLogger.Logger = context.Logger;
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ContentLogger.Log($"Importing '{filePath}'");
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var map = DeserializeTiledMapContent(filePath, context);
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if (map.Width > ushort.MaxValue || map.Height > ushort.MaxValue)
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throw new InvalidContentException($"The map '{filePath} is much too large. The maximum supported width and height for a Tiled map is {ushort.MaxValue}.");
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ContentLogger.Log($"Imported '{filePath}'");
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return new TiledMapContentItem(map);
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}
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catch (Exception e)
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{
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context.Logger.LogImportantMessage(e.StackTrace);
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throw;
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}
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}
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private static TiledMapContent DeserializeTiledMapContent(string mapFilePath, ContentImporterContext context)
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{
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using (var reader = new StreamReader(mapFilePath))
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{
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var mapSerializer = new XmlSerializer(typeof(TiledMapContent));
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var map = (TiledMapContent)mapSerializer.Deserialize(reader);
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map.FilePath = mapFilePath;
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for (var i = 0; i < map.Tilesets.Count; i++)
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{
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var tileset = map.Tilesets[i];
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string getTilesetSource(string source)
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=> Path.GetFullPath(Path.Combine(Path.GetDirectoryName(mapFilePath), source));
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if (!string.IsNullOrWhiteSpace(tileset.Source))
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{
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tileset.Source = getTilesetSource(tileset.Source);
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ContentLogger.Log($"Adding dependency for {tileset.Source}");
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// We depend on the tileset. If the tileset changes, the map also needs to rebuild.
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context.AddDependency(tileset.Source);
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}
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else
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{
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tileset.Image.Source = getTilesetSource(tileset.Image.Source);
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ContentLogger.Log($"Adding dependency for {tileset.Image.Source}");
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context.AddDependency(tileset.Image.Source);
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}
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}
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ImportLayers(context, map.Layers, Path.GetDirectoryName(mapFilePath));
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map.Name = mapFilePath;
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return map;
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}
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}
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private static void ImportLayers(ContentImporterContext context, List<TiledMapLayerContent> layers, string path)
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{
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for (var i = 0; i < layers.Count; i++)
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{
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if (layers[i] is TiledMapImageLayerContent imageLayer)
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{
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imageLayer.Image.Source = Path.Combine(path, imageLayer.Image.Source);
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ContentLogger.Log($"Adding dependency for '{imageLayer.Image.Source}'");
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// Tell the pipeline that we depend on this image and need to rebuild the map if the image changes.
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// (Maybe the image is a different size)
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context.AddDependency(imageLayer.Image.Source);
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}
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if (layers[i] is TiledMapObjectLayerContent objectLayer)
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foreach (var obj in objectLayer.Objects)
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if (!String.IsNullOrWhiteSpace(obj.TemplateSource))
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{
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obj.TemplateSource = Path.Combine(path, obj.TemplateSource);
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ContentLogger.Log($"Adding dependency for '{obj.TemplateSource}'");
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// Tell the pipeline that we depend on this template and need to rebuild the map if the template changes.
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// (Templates are loaded into objects on process, so all objects which depend on the template file
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// need the change to the template)
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context.AddDependency(obj.TemplateSource);
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}
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if (layers[i] is TiledMapGroupLayerContent groupLayer)
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// Yay recursion!
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ImportLayers(context, groupLayer.Layers, path);
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}
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}
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}
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}
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