diff --git a/CHANGELOG.md b/CHANGELOG.md
index 19e7e67..680e7df 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -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
diff --git a/MLEM/Graphics/AutoTiling.cs b/MLEM/Graphics/AutoTiling.cs
index 6304304..fb5f3f0 100644
--- a/MLEM/Graphics/AutoTiling.cs
+++ b/MLEM/Graphics/AutoTiling.cs
@@ -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 {
/// The layer depth to draw with.
/// An optional depth offset from that the overlay should be drawn with
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);
+ }
+
+ ///
+ /// 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
+ ///
+ /// The sprite batch to use for drawing.
+ /// The position to draw at.
+ /// The first overlay region, as described in the summary.
+ /// A function that determines whether two positions should connect.
+ /// The color to draw border and corner textures with.
+ /// The corner of the auto-tile to draw. Can be , , or .
+ /// The origin to draw from.
+ /// The scale to draw with.
+ /// The layer depth to draw with.
+ 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);
}
///
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func 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);
+ }
+
+ ///
+ public static void DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, Func 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);
}
///
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 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);
+ }
+
+ ///
+ 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 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);
}
}
///
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection 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);
+ }
+
+ ///
+ public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, Func overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection 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);
}
///