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Added the ability to draw single corners of AutoTiling's extended auto tiles

This commit is contained in:
Ell 2023-08-28 01:51:25 +02:00
parent 7720ab0ea5
commit b49ac1d053
2 changed files with 96 additions and 82 deletions

View file

@ -18,6 +18,7 @@ Additions
- Added GraphicsExtensions.WithRenderTargets, a multi-target version of WithRenderTarget
- Added Zero, One, Linear and Clamp to Easings
- Added GetRandomEntry and GetRandomWeightedEntry to SingleRandom
- Added the ability to draw single corners of AutoTiling's extended auto tiles
Fixes
- Fixed TextInput not working correctly when using surrogate pairs

View file

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Misc;
using MLEM.Textures;
namespace MLEM.Graphics {
@ -86,92 +87,94 @@ namespace MLEM.Graphics {
/// <param name="layerDepth">The layer depth to draw with.</param>
/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
if (backgroundTexture != null)
batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
var od = layerDepth + overlayDepthOffset;
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
}
/// <summary>
/// This method allows for a single corner of 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 more information, and to draw all four corners at once, see <see cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
/// </summary>
/// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos">The position to draw at.</param>
/// <param name="overlayTexture">The first overlay region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="overlayColor">The color to draw border and corner textures with.</param>
/// <param name="corner">The corner of the auto-tile to draw. Can be <see cref="Direction2.UpLeft"/>, <see cref="Direction2.UpRight"/>, <see cref="Direction2.DownLeft"/> or <see cref="Direction2.DownRight"/>.</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 DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
if (src != Rectangle.Empty)
batch.Draw(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
if (backgroundTexture != null)
batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (xUl >= 0)
batch.Draw(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xUr >= 0)
batch.Draw(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xDl >= 0)
batch.Draw(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (xDr >= 0)
batch.Draw(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
var od = layerDepth + overlayDepthOffset;
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
if (src >= 0)
batch.Draw(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
if (backgroundTexture != null) {
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (r1 != Rectangle.Empty) {
var o1 = batch.Add(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o1);
}
if (r2 != Rectangle.Empty) {
var o2 = batch.Add(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o2);
}
if (r3 != Rectangle.Empty) {
var o3 = batch.Add(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o3);
}
if (r4 != Rectangle.Empty) {
var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var od = layerDepth + overlayDepthOffset;
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
if (src != Rectangle.Empty) {
var o4 = batch.Add(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(o4);
}
}
/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,Func{int,MLEM.Textures.TextureRegion},MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var od = layerDepth + overlayDepthOffset;
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
if (backgroundTexture != null) {
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (xUl >= 0) {
var o1 = batch.Add(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o1);
}
if (xUr >= 0) {
var o2 = batch.Add(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o2);
}
if (xDl >= 0) {
var o3 = batch.Add(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o3);
}
if (xDr >= 0) {
var o4 = batch.Add(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
var od = layerDepth + overlayDepthOffset;
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
}
/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
if (src >= 0) {
var o4 = batch.Add(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
items?.Add(o4);
}
}
@ -194,26 +197,36 @@ namespace MLEM.Graphics {
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
}
private static (int, int, int, int) CalculateExtendedAutoTileOffsets(ConnectsTo connectsTo) {
var up = connectsTo(0, -1);
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
var right = connectsTo(1, 0);
return (
up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4,
up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5,
down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6,
down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7);
private static int CalculateExtendedAutoTileOffset(ConnectsTo connectsTo, Direction2 corner) {
switch (corner) {
case Direction2.UpLeft: {
var up = connectsTo(0, -1);
var left = connectsTo(-1, 0);
return up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4;
}
case Direction2.UpRight: {
var up = connectsTo(0, -1);
var right = connectsTo(1, 0);
return up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5;
}
case Direction2.DownLeft: {
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
return down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6;
}
case Direction2.DownRight: {
var down = connectsTo(0, 1);
var right = connectsTo(1, 0);
return down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7;
}
default:
throw new ArgumentOutOfRangeException(nameof(corner), corner, null);
}
}
private static (Rectangle, Rectangle, Rectangle, Rectangle) CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo) {
var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
var (w, h) = (textureRegion.Width, textureRegion.Height);
return (
xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w, h),
xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUr * w, textureRegion.Y, w, h),
xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y, w, h),
xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDr * w, textureRegion.Y, w, h));
private static Rectangle CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo, Direction2 corner) {
var off = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
return off < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + off * textureRegion.Width, textureRegion.Y, textureRegion.Width, textureRegion.Height);
}
/// <summary>