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); } }