diff --git a/Demos/AutoTilingDemo.cs b/Demos/AutoTilingDemo.cs
index bbe3a0c..c82ff34 100644
--- a/Demos/AutoTilingDemo.cs
+++ b/Demos/AutoTilingDemo.cs
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
using MLEM.Startup;
+using MLEM.Textures;
namespace Demos {
///
@@ -59,12 +60,12 @@ namespace Demos {
}
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
- AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, this.texture, new Rectangle(0, 0, TileSize, TileSize), ConnectsTo, Color.White);
+ AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, new TextureRegion(this.texture, 0, 0, TileSize, TileSize), ConnectsTo, Color.White);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
- var background = new Rectangle(0, TileSize * 2, TileSize, TileSize);
- var overlay = background.OffsetCopy(new Point(TileSize, 0));
- AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, background, overlay, ConnectsTo, Color.White, Color.White);
+ var background = new TextureRegion(this.texture, 0, TileSize * 2, TileSize, TileSize);
+ var overlay = new TextureRegion(this.texture, background.Area.OffsetCopy(new Point(TileSize, 0)));
+ AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, background, overlay, ConnectsTo, Color.White, Color.White);
}
}
this.SpriteBatch.End();
diff --git a/MLEM/Graphics/AutoTiling.cs b/MLEM/Graphics/AutoTiling.cs
index 4b53450..03933b3 100644
--- a/MLEM/Graphics/AutoTiling.cs
+++ b/MLEM/Graphics/AutoTiling.cs
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
+using MLEM.Textures;
namespace MLEM.Graphics {
///
@@ -25,32 +26,31 @@ namespace MLEM.Graphics {
///
/// 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.
+ /// The texture to use for drawing, with the area set to 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) {
+ public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion texture, 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);
+ var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
+ batch.Draw(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture.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, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection items = null) {
+ public static void AddAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion texture, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection items = null) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
- var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
- var a1 = batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
- var a2 = batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
- var a3 = batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
- var a4 = batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, texture.Area, connectsTo, sc);
+ var a1 = batch.Add(texture.Texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var a2 = batch.Add(texture.Texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var a3 = batch.Add(texture.Texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var a4 = batch.Add(texture.Texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (items != null) {
items.Add(a1);
items.Add(a2);
@@ -75,9 +75,8 @@ namespace MLEM.Graphics {
///
/// The sprite batch to use for drawing.
/// The position to draw at.
- /// The texture to use for drawing.
- /// The location of the background region, or null to skip drawing a background.
- /// The location of the first overlay region, as described in the summary.
+ /// The background region, or null to skip drawing a background.
+ /// The first overlay region, as described in the summary.
/// A function that determines whether two positions should connect.
/// The color to draw the texture used for filling big areas with.
/// The color to draw border and corner textures with.
@@ -85,47 +84,47 @@ namespace MLEM.Graphics {
/// The scale to draw with.
/// 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, Texture2D texture, Rectangle? backgroundRegion, Rectangle overlayRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
+ 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) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
- if (backgroundRegion != null)
- batch.Draw(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
+ if (backgroundTexture != null)
+ batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
- batch.Draw(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r2 != Rectangle.Empty)
- batch.Draw(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r3 != Rectangle.Empty)
- batch.Draw(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
if (r4 != Rectangle.Empty)
- batch.Draw(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
}
///
- public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle? backgroundRegion, Rectangle overlayRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection items = null) {
+ 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) = CalculateExtendedAutoTile(pos, overlayRegion, connectsTo, sc);
- if (backgroundRegion != null) {
- var background = batch.Add(texture, pos, backgroundRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
+ var (r1, r2, r3, r4) = CalculateExtendedAutoTile(pos, overlayTexture.Area, connectsTo, sc);
+ if (backgroundTexture != null) {
+ var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
items?.Add(background);
}
if (r1 != Rectangle.Empty) {
- var o1 = batch.Add(texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ 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(texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ 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(texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ 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(texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
+ var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
items?.Add(o4);
}
}