diff --git a/CHANGELOG.md b/CHANGELOG.md
index 3fe2779..6473793 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -21,6 +21,7 @@ Improvements
- Exposed the epsilon value used by Camera
- Added Padding.Empty
- Throw an exception when text formatter macros resolve recursively too many times
+- Allow using StaticSpriteBatch for AutoTiling
Fixes
- Fixed some end-of-line inconsistencies when using the Right text alignment
diff --git a/MLEM/Misc/AutoTiling.cs b/MLEM/Misc/AutoTiling.cs
index ff844ed..272f0f7 100644
--- a/MLEM/Misc/AutoTiling.cs
+++ b/MLEM/Misc/AutoTiling.cs
@@ -5,6 +5,7 @@ namespace MLEM.Misc {
///
/// This class contains a 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 .
+ /// Note that can also be used for drawing by using the method instead.
///
public static class AutoTiling {
@@ -12,28 +13,51 @@ namespace MLEM.Misc {
/// 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.
///
- /// For auto-tiling in this way to work, the tiles have to be laid out in a specific order. This order is shown in the auto-tiling demo's textures.
+ /// 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:
+ ///
+ /// - The texture used for filling big areas
+ /// - The texture used for straight, horizontal borders, with the borders facing away from the center
+ /// - The texture used for outer corners, with the corners facing away from the center
+ /// - The texture used for straight, vertical borders, with the borders facing away from the center
+ /// - The texture used for inner corners, with the corners facing away from the center
+ ///
/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28.
///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- ///
- public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
- var org = origin ?? Vector2.Zero;
+ /// The sprite batch to use for drawing.
+ /// The position to draw at.
+ /// The texture to use for drawing.
+ /// The location of the first texture region, as described in the summary.
+ /// A function that determines whether two positions should connect.
+ /// The color to draw with.
+ /// The origin to draw from.
+ /// The scale to draw with.
+ /// The layer depth to draw with.
+ 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;
var sc = scale ?? Vector2.One;
+ 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);
+ }
+ ///
+ 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);
+ }
+
+ private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {
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;
@@ -41,10 +65,12 @@ namespace MLEM.Misc {
var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2);
- batch.Draw(texture, new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + 0 + xUl * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
- batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
- batch.Draw(texture, new Vector2(pos.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
- batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
+
+ 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));
}
///