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4 changed files with 137 additions and 41 deletions

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@ -14,6 +14,7 @@ Additions
- Added StaticSpriteBatch class
- Added missing easing functions Quart and Quint to Easings
- Added RotationVector extension methods for Matrix and Quaternion
- Added DrawExtendedAutoTile to the AutoTiling class
Improvements
- Cache TokenizedString inner offsets for non-Left text alignments to improve performance
@ -21,6 +22,7 @@ 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

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@ -9,6 +9,7 @@ namespace Demos {
/// </summary>
public class AutoTilingDemo : Demo {
private const int TileSize = 8;
private Texture2D texture;
private string[] layout;
@ -17,23 +18,16 @@ namespace Demos {
public override void LoadContent() {
base.LoadContent();
// The layout of the texture is important for auto tiling to work correctly.
// It needs to be laid out as follows: Five tiles aligned horizontally within the texture file, with the following information
// 1. The texture used for filling big areas
// 2. The texture used for straight, horizontal borders, with the borders facing away from the center
// 3. The texture used for outer corners, with the corners facing away from the center
// 4. The texture used for straight, vertical borders, with the borders facing away from the center
// 5. The texture used for inner corners, with the corners facing away from the center
// Note that the AutoTiling.png texture contains an example of this layout
// The layout of the texture is important for auto tiling to work correctly, and is explained in the XML docs for the methods used
this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
this.layout = new[] {
"XXX X ",
"XXXXX",
"XX ",
"XXXXXX",
"XXX X",
"XXXXX ",
" X "
};
}
@ -41,13 +35,9 @@ namespace Demos {
public override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
const int tileSize = 8;
var region = new Rectangle(0, 0, tileSize, tileSize);
// drawing the auto tiles
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
for (var x = 0; x < 5; x++) {
for (var x = 0; x < 6; x++) {
for (var y = 0; y < 5; y++) {
// don't draw non-grass tiles ( )
if (this.layout[y][x] != 'X')
@ -61,13 +51,17 @@ namespace Demos {
// and where there are none ( ).
bool ConnectsTo(int xOff, int yOff) {
// don't auto-tile out of bounds
if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 5 || y1 + yOff >= 5)
if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 6 || y1 + yOff >= 5)
return false;
// check if the neighboring tile is also grass (X)
return this.layout[y1 + yOff][x1 + xOff] == 'X';
}
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, ConnectsTo, Color.White);
// 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);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, new Rectangle(0, TileSize * 2, TileSize, TileSize), ConnectsTo, Color.White);
}
}
this.SpriteBatch.End();

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@ -3,8 +3,8 @@ using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Misc {
/// <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"/>.
/// This class contains a <see cref="DrawAutoTile"/> method that allows users to easily draw a tile with automatic connections, as well as a more complex <see cref="DrawExtendedAutoTile"/> method.
/// Note that <see cref="StaticSpriteBatch"/> can also be used for drawing by using the <see cref="AddAutoTile"/> and <see cref="AddExtendedAutoTile"/> methods instead.
/// </summary>
public static class AutoTiling {
@ -12,28 +12,106 @@ 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 more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28.
/// 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>
/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs and its source texture https://github.com/Ellpeck/MLEM/blob/main/Demos/Content/Textures/AutoTiling.png.
/// </summary>
/// <param name="batch"></param>
/// <param name="pos"></param>
/// <param name="texture"></param>
/// <param name="textureRegion"></param>
/// <param name="connectsTo"></param>
/// <param name="color"></param>
/// <param name="rotation"></param>
/// <param name="origin"></param>
/// <param name="scale"></param>
/// <param name="layerDepth"></param>
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;
/// <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;
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);
}
/// <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);
}
/// <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.
///
/// This method is a more complex version of <see cref="DrawAutoTile"/> that overlays separate border textures on a base texture, which also allows for non-rectangular texture areas to be used easily.
/// For auto-tiling in this way to work, the tiles have to be laid out as follows: 17 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, split up into four parts: top left, then top right, then bottom left, then bottom right</description></item>
/// <item><description>The texture used for outer corners, with the corners facing away from the center, split up into four parts: top left, then top right, then bottom left, then bottom right</description></item>
/// <item><description>The texture used for straight, vertical borders, with the borders facing away from the center, split up into four parts: top left, then top right, then bottom left, then bottom right</description></item>
/// <item><description>The texture used for inner corners, with the corners facing away from the center, split up into four parts: top left, then top right, then bottom left, then bottom right</description></item>
/// </list>
/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs and its source texture https://github.com/Ellpeck/MLEM/blob/main/Demos/Content/Textures/AutoTiling.png.
/// </summary>
/// <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 DrawExtendedAutoTile(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) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Draw(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile"/>
public static void AddExtendedAutoTile(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) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Add(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
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 +119,32 @@ 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));
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateExtendedAutoTile(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) ? -1 : 13 : left ? 1 : up ? 9 : 5;
var xUr = up && right ? connectsTo(1, -1) ? -1 : 14 : right ? 2 : up ? 10 : 6;
var xDl = down && left ? connectsTo(-1, 1) ? -1 : 15 : left ? 3 : down ? 11 : 7;
var xDr = down && right ? connectsTo(1, 1) ? -1 : 16 : right ? 4 : down ? 12 : 8;
var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2);
return (
new Vector2(pos.X, pos.Y), xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y), xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y, w2, h2),
new Vector2(pos.X, pos.Y + h2 * scale.Y), xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
}
/// <summary>