using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Textures;
namespace MLEM.Graphics {
///
/// This class contains a method that allows users to easily draw a tile with automatic connections, as well as a more complex method.
/// Note that can also be used for drawing by using the and methods instead.
///
public static class AutoTiling {
///
/// 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 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 and its source texture https://github.com/Ellpeck/MLEM/blob/main/Demos/Content/Textures/AutoTiling.png.
///
/// The sprite batch to use for drawing.
/// The position to draw at.
/// 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, 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, 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, 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, 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);
items.Add(a3);
items.Add(a4);
}
}
///
/// 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 that overlays separate border textures on a background texture region, which also allows for non-rectangular texture areas to be used easily.
/// For auto-tiling in this way to work, the overlay sections have to be laid out as follows: 16 sections aligned horizontally within the texture file, with the following information:
///
/// - 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
/// - 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
/// - 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
/// - 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
///
/// 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.
///
/// The sprite batch to use for drawing.
/// The position to draw at.
/// 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.
/// The origin to draw from.
/// 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, 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, overlayTexture.Area, connectsTo, sc);
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);
}
///
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, 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(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);
items?.Add(o4);
}
}
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;
var xDr = down && right ? connectsTo(1, 1) ? 0 : 4 : right ? 1 : down ? 3 : 2;
var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2);
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 (Rectangle, Rectangle, Rectangle, 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 : 12 : left ? 0 : up ? 8 : 4;
var xUr = up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5;
var xDl = down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6;
var xDr = down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7;
var (w, h) = textureRegion.Size;
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));
}
///
/// A delegate function that determines if a given offset position connects to an auto-tile location.
///
/// The x offset
/// The y offset
public delegate bool ConnectsTo(int xOff, int yOff);
}
}