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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
namespace MLEM.Misc {
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/// <summary>
/// This class contains a <see cref="DrawAutoTile"/> method that allows users to easily draw a tile with automatic connections.
/// For auto-tiling in this manner to work, auto-tiled textures have to be laid out in a format described in <see cref="DrawAutoTile"/>.
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/// Note that <see cref="StaticSpriteBatch"/> can also be used for drawing by using the <see cref="AddAutoTile"/> method instead.
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/// </summary>
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public static class AutoTiling {
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/// <summary>
/// This method allows for a tiled texture to be drawn in an auto-tiling mode.
/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
///
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/// For auto-tiling in this way to work, the tiles have to be laid out as follows: five tiles aligned horizontally within the texture file, with the following information:
/// <list type="number">
/// <item><description>The texture used for filling big areas</description></item>
/// <item><description>The texture used for straight, horizontal borders, with the borders facing away from the center</description></item>
/// <item><description>The texture used for outer corners, with the corners facing away from the center</description></item>
/// <item><description>The texture used for straight, vertical borders, with the borders facing away from the center</description></item>
/// <item><description>The texture used for inner corners, with the corners facing away from the center</description></item>
/// </list>
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/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28.
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/// </summary>
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/// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos">The position to draw at.</param>
/// <param name="texture">The texture to use for drawing.</param>
/// <param name="textureRegion">The location of the first texture region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="color">The color to draw with.</param>
/// <param name="origin">The origin to draw from.</param>
/// <param name="scale">The scale to draw with.</param>
/// <param name="layerDepth">The layer depth to draw with.</param>
public static void DrawAutoTile ( SpriteBatch batch , Vector2 pos , Texture2D texture , Rectangle textureRegion , ConnectsTo connectsTo , Color color , Vector2 ? origin = null , Vector2 ? scale = null , float layerDepth = 0 ) {
var orig = origin ? ? Vector2 . Zero ;
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var sc = scale ? ? Vector2 . One ;
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var ( p1 , r1 , p2 , r2 , p3 , r3 , p4 , r4 ) = CalculateAutoTile ( pos , textureRegion , connectsTo , sc ) ;
batch . Draw ( texture , p1 , r1 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Draw ( texture , p2 , r2 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Draw ( texture , p3 , r3 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Draw ( texture , p4 , r4 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
}
/// <inheritdoc cref="DrawAutoTile"/>
public static void AddAutoTile ( StaticSpriteBatch batch , Vector2 pos , Texture2D texture , Rectangle textureRegion , ConnectsTo connectsTo , Color color , float rotation = 0 , Vector2 ? origin = null , Vector2 ? scale = null , float layerDepth = 0 ) {
var orig = origin ? ? Vector2 . Zero ;
var sc = scale ? ? Vector2 . One ;
var ( p1 , r1 , p2 , r2 , p3 , r3 , p4 , r4 ) = CalculateAutoTile ( pos , textureRegion , connectsTo , sc ) ;
batch . Add ( texture , p1 , r1 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Add ( texture , p2 , r2 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Add ( texture , p3 , r3 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
batch . Add ( texture , p4 , r4 , color , 0 , orig , sc , SpriteEffects . None , layerDepth ) ;
}
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private static ( Vector2 , Rectangle , Vector2 , Rectangle , Vector2 , Rectangle , Vector2 , Rectangle ) CalculateAutoTile ( Vector2 pos , Rectangle textureRegion , ConnectsTo connectsTo , Vector2 scale ) {
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var up = connectsTo ( 0 , - 1 ) ;
var down = connectsTo ( 0 , 1 ) ;
var left = connectsTo ( - 1 , 0 ) ;
var right = connectsTo ( 1 , 0 ) ;
var xUl = up & & left ? connectsTo ( - 1 , - 1 ) ? 0 : 4 : left ? 1 : up ? 3 : 2 ;
var xUr = up & & right ? connectsTo ( 1 , - 1 ) ? 0 : 4 : right ? 1 : up ? 3 : 2 ;
var xDl = down & & left ? connectsTo ( - 1 , 1 ) ? 0 : 4 : left ? 1 : down ? 3 : 2 ;
var xDr = down & & right ? connectsTo ( 1 , 1 ) ? 0 : 4 : right ? 1 : down ? 3 : 2 ;
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var ( w , h ) = textureRegion . Size ;
var ( w2 , h2 ) = new Point ( w / 2 , h / 2 ) ;
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return (
new Vector2 ( pos . X , pos . Y ) , new Rectangle ( textureRegion . X + xUl * w , textureRegion . Y , w2 , h2 ) ,
new Vector2 ( pos . X + w2 * scale . X , pos . Y ) , new Rectangle ( textureRegion . X + w2 + xUr * w , textureRegion . Y , w2 , h2 ) ,
new Vector2 ( pos . X , pos . Y + h2 * scale . Y ) , new Rectangle ( textureRegion . X + xDl * w , textureRegion . Y + h2 , w2 , h2 ) ,
new Vector2 ( pos . X + w2 * scale . X , pos . Y + h2 * scale . Y ) , new Rectangle ( textureRegion . X + w2 + xDr * w , textureRegion . Y + h2 , w2 , h2 ) ) ;
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}
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/// <summary>
/// A delegate function that determines if a given offset position connects to an auto-tile location.
/// </summary>
/// <param name="xOff">The x offset</param>
/// <param name="yOff">The y offset</param>
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public delegate bool ConnectsTo ( int xOff , int yOff ) ;
}
}