diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.sln b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.sln
new file mode 100644
index 0000000..f63d09a
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.sln
@@ -0,0 +1,28 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "Lelebees.MdkScriptMixin.SpriteCompositor", "Lelebees.MdkScriptMixin.SpriteCompositor\Lelebees.MdkScriptMixin.SpriteCompositor.shproj", "{8A3CDCC5-4B55-4D87-A415-698A0E1FF06F}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteCompositor.Demo", "SpriteCompositor.Demo\SpriteCompositor.Demo.csproj", "{86DF49B2-74C3-4A4B-8F5D-4F2FBEB0866C}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteCompositor.Test", "SpriteCompositor.Test\SpriteCompositor.Test.csproj", "{2A7DDEA6-FB3C-47A5-B856-BD0A37FC573C}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x64 = Debug|x64
+ Release|x64 = Release|x64
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {8A3CDCC5-4B55-4D87-A415-698A0E1FF06F}.Debug|x64.ActiveCfg = Debug|x64
+ {8A3CDCC5-4B55-4D87-A415-698A0E1FF06F}.Debug|x64.Build.0 = Debug|x64
+ {8A3CDCC5-4B55-4D87-A415-698A0E1FF06F}.Release|x64.ActiveCfg = Release|x64
+ {8A3CDCC5-4B55-4D87-A415-698A0E1FF06F}.Release|x64.Build.0 = Release|x64
+ {86DF49B2-74C3-4A4B-8F5D-4F2FBEB0866C}.Debug|x64.ActiveCfg = Debug|x64
+ {86DF49B2-74C3-4A4B-8F5D-4F2FBEB0866C}.Debug|x64.Build.0 = Debug|x64
+ {86DF49B2-74C3-4A4B-8F5D-4F2FBEB0866C}.Release|x64.ActiveCfg = Release|x64
+ {86DF49B2-74C3-4A4B-8F5D-4F2FBEB0866C}.Release|x64.Build.0 = Release|x64
+ {2A7DDEA6-FB3C-47A5-B856-BD0A37FC573C}.Debug|x64.ActiveCfg = Debug|x64
+ {2A7DDEA6-FB3C-47A5-B856-BD0A37FC573C}.Debug|x64.Build.0 = Debug|x64
+ {2A7DDEA6-FB3C-47A5-B856-BD0A37FC573C}.Release|x64.ActiveCfg = Release|x64
+ {2A7DDEA6-FB3C-47A5-B856-BD0A37FC573C}.Release|x64.Build.0 = Release|x64
+ EndGlobalSection
+EndGlobal
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING
new file mode 100644
index 0000000..ed990f8
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING
@@ -0,0 +1,621 @@
+ GNU GENERAL PUBLIC LICENSE
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+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING.LESSER b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING.LESSER
new file mode 100644
index 0000000..0a04128
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/COPYING.LESSER
@@ -0,0 +1,165 @@
+ GNU LESSER GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+
+ This version of the GNU Lesser General Public License incorporates
+the terms and conditions of version 3 of the GNU General Public
+License, supplemented by the additional permissions listed below.
+
+ 0. Additional Definitions.
+
+ As used herein, "this License" refers to version 3 of the GNU Lesser
+General Public License, and the "GNU GPL" refers to version 3 of the GNU
+General Public License.
+
+ "The Library" refers to a covered work governed by this License,
+other than an Application or a Combined Work as defined below.
+
+ An "Application" is any work that makes use of an interface provided
+by the Library, but which is not otherwise based on the Library.
+Defining a subclass of a class defined by the Library is deemed a mode
+of using an interface provided by the Library.
+
+ A "Combined Work" is a work produced by combining or linking an
+Application with the Library. The particular version of the Library
+with which the Combined Work was made is also called the "Linked
+Version".
+
+ The "Minimal Corresponding Source" for a Combined Work means the
+Corresponding Source for the Combined Work, excluding any source code
+for portions of the Combined Work that, considered in isolation, are
+based on the Application, and not on the Linked Version.
+
+ The "Corresponding Application Code" for a Combined Work means the
+object code and/or source code for the Application, including any data
+and utility programs needed for reproducing the Combined Work from the
+Application, but excluding the System Libraries of the Combined Work.
+
+ 1. Exception to Section 3 of the GNU GPL.
+
+ You may convey a covered work under sections 3 and 4 of this License
+without being bound by section 3 of the GNU GPL.
+
+ 2. Conveying Modified Versions.
+
+ If you modify a copy of the Library, and, in your modifications, a
+facility refers to a function or data to be supplied by an Application
+that uses the facility (other than as an argument passed when the
+facility is invoked), then you may convey a copy of the modified
+version:
+
+ a) under this License, provided that you make a good faith effort to
+ ensure that, in the event an Application does not supply the
+ function or data, the facility still operates, and performs
+ whatever part of its purpose remains meaningful, or
+
+ b) under the GNU GPL, with none of the additional permissions of
+ this License applicable to that copy.
+
+ 3. Object Code Incorporating Material from Library Header Files.
+
+ The object code form of an Application may incorporate material from
+a header file that is part of the Library. You may convey such object
+code under terms of your choice, provided that, if the incorporated
+material is not limited to numerical parameters, data structure
+layouts and accessors, or small macros, inline functions and templates
+(ten or fewer lines in length), you do both of the following:
+
+ a) Give prominent notice with each copy of the object code that the
+ Library is used in it and that the Library and its use are
+ covered by this License.
+
+ b) Accompany the object code with a copy of the GNU GPL and this license
+ document.
+
+ 4. Combined Works.
+
+ You may convey a Combined Work under terms of your choice that,
+taken together, effectively do not restrict modification of the
+portions of the Library contained in the Combined Work and reverse
+engineering for debugging such modifications, if you also do each of
+the following:
+
+ a) Give prominent notice with each copy of the Combined Work that
+ the Library is used in it and that the Library and its use are
+ covered by this License.
+
+ b) Accompany the Combined Work with a copy of the GNU GPL and this license
+ document.
+
+ c) For a Combined Work that displays copyright notices during
+ execution, include the copyright notice for the Library among
+ these notices, as well as a reference directing the user to the
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+
+ d) Do one of the following:
+
+ 0) Convey the Minimal Corresponding Source under the terms of this
+ License, and the Corresponding Application Code in a form
+ suitable for, and under terms that permit, the user to
+ recombine or relink the Application with a modified version of
+ the Linked Version to produce a modified Combined Work, in the
+ manner specified by section 6 of the GNU GPL for conveying
+ Corresponding Source.
+
+ 1) Use a suitable shared library mechanism for linking with the
+ Library. A suitable mechanism is one that (a) uses at run time
+ a copy of the Library already present on the user's computer
+ system, and (b) will operate properly with a modified version
+ of the Library that is interface-compatible with the Linked
+ Version.
+
+ e) Provide Installation Information, but only if you would otherwise
+ be required to provide such information under section 6 of the
+ GNU GPL, and only to the extent that such information is
+ necessary to install and execute a modified version of the
+ Combined Work produced by recombining or relinking the
+ Application with a modified version of the Linked Version. (If
+ you use option 4d0, the Installation Information must accompany
+ the Minimal Corresponding Source and Corresponding Application
+ Code. If you use option 4d1, you must provide the Installation
+ Information in the manner specified by section 6 of the GNU GPL
+ for conveying Corresponding Source.)
+
+ 5. Combined Libraries.
+
+ You may place library facilities that are a work based on the
+Library side by side in a single library together with other library
+facilities that are not Applications and are not covered by this
+License, and convey such a combined library under terms of your
+choice, if you do both of the following:
+
+ a) Accompany the combined library with a copy of the same work based
+ on the Library, uncombined with any other library facilities,
+ conveyed under the terms of this License.
+
+ b) Give prominent notice with the combined library that part of it
+ is a work based on the Library, and explaining where to find the
+ accompanying uncombined form of the same work.
+
+ 6. Revised Versions of the GNU Lesser General Public License.
+
+ The Free Software Foundation may publish revised and/or new versions
+of the GNU Lesser General Public License from time to time. Such new
+versions will be similar in spirit to the present version, but may
+differ in detail to address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Library as you received it specifies that a certain numbered version
+of the GNU Lesser General Public License "or any later version"
+applies to it, you have the option of following the terms and
+conditions either of that published version or of any later version
+published by the Free Software Foundation. If the Library as you
+received it does not specify a version number of the GNU Lesser
+General Public License, you may choose any version of the GNU Lesser
+General Public License ever published by the Free Software Foundation.
+
+ If the Library as you received it specifies that a proxy can decide
+whether future versions of the GNU Lesser General Public License shall
+apply, that proxy's public statement of acceptance of any version is
+permanent authorization for you to choose that version for the
+Library.
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.projitems b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.projitems
new file mode 100644
index 0000000..9a4f5b8
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.projitems
@@ -0,0 +1,32 @@
+
+
+
+ $(MSBuildAllProjects);$(MSBuildThisFileFullPath)
+ true
+ 8a3cdcc5-4b55-4d87-a415-698a0e1ff06f
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj
new file mode 100644
index 0000000..728c385
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj
@@ -0,0 +1,19 @@
+
+
+
+ 8a3cdcc5-4b55-4d87-a415-698a0e1ff06f
+ 14.0
+
+
+
+
+
+
+ bin\Debug\
+
+
+ bin\Release\
+
+
+
+
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj.DotSettings b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj.DotSettings
new file mode 100644
index 0000000..a208ba0
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor.shproj.DotSettings
@@ -0,0 +1,6 @@
+
+ True
+ True
+ True
+ True
+ True
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_authors b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_authors
new file mode 100644
index 0000000..cd6ba21
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_authors
@@ -0,0 +1 @@
+Lelebees
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_description b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_description
new file mode 100644
index 0000000..e3889b1
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_description
@@ -0,0 +1 @@
+API wrapper simplifying the native Space Engineers LCD Sprite API. Supports composing your own sprites out of a collection of existing sprites.
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_releasenotes b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_releasenotes
new file mode 100644
index 0000000..c1a8b81
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_releasenotes
@@ -0,0 +1,7 @@
+- 1.0.0
+ Support Text and Image sprites.
+ Support translating sprites and sprite groups.
+ Support rotating sprites and groups around an arbitrary point or another sprite.
+ Support scaling sprite groups as if they were one sprite, in multiple dimensions.
+ Support recoloring groups of sprites
+ Experimental Clipping Sprite support
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_version b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_version
new file mode 100644
index 0000000..afaf360
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/_version
@@ -0,0 +1 @@
+1.0.0
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/documentation/class-diagram.md b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/documentation/class-diagram.md
new file mode 100644
index 0000000..8218df0
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/documentation/class-diagram.md
@@ -0,0 +1,85 @@
+```mermaid
+classDiagram
+ note "Implemented interface methods\n have been left out for brevity."
+ class Sprite {
+ <>
+ +Translate(float x, float y) Sprite
+ +Translate(Vector2 vector) void
+ +SetColor(Color color) void
+ +SetAlignment(TextAlignment alignment) void
+ +GetPosition() Vector2
+ +Scale(float amount) void
+ +Rotate(Angle angle, Anchor anchor) void
+ +Clone() Sprite
+ }
+
+ Anchor <|-- Sprite
+ Sprite <|-- SpriteLeaf
+ Sprite <|--o SpriteGroup
+ Sprite ..> Angle
+
+ class SpriteLeaf {
+ <>
+ #MySprite sprite
+ +Scale(float amount)* void
+ +Rotate(Angle angle, Anchor anchor)* void
+ +Clone()* Sprite
+ }
+
+ SpriteLeaf <|-- TextSprite
+ SpriteLeaf <|-- TextureSprite
+ SpriteLeaf <|-- ClippingSprite
+
+ class TextureSprite {
+ +float Rotation
+ +Vector2? Size
+ +string Texture
+ +SetTexture(string texture) void
+ +Scale(float amount) void
+ +Rotate(Angle angle, Anchor anchor) void
+ +Mirror() void
+ +MirrorHorizontal() void
+ +MirrorVertical() void
+ }
+
+ class TextSprite {
+ +string Text
+ +string FontId
+ +float TextScale
+ +TextAlignment alignment
+ +Scale(float amount) void
+ +Rotate(Angle angle, Anchor anchor) void
+ }
+
+ class ClippingSprite {
+ +Scale(float amount) void
+ +Rotate(Angle angle, Anchor anchor) void
+ }
+
+ class SpriteGroup {
+ -List~Sprite~ sprites
+ +Mirror() void
+ +MirrorHorizontal() void
+ +MirrorVertical() void
+ }
+
+ class Angle {
+ -float radians
+ +float Radians
+ +float Degrees
+ }
+
+ note for Angle "Basic arithmetic and\n comparison available"
+
+ class Anchor {
+ <>
+ +GetPosition() Vector2
+ }
+
+ class PointAnchor {
+ -Vector2 position
+ +GetPosition() Vector2
+ }
+
+ Anchor <|-- PointAnchor
+```
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/readme.md b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/readme.md
new file mode 100644
index 0000000..1c5a648
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/readme.md
@@ -0,0 +1,90 @@
+# Sprite Compositing for LCD Scripts
+
+An API wrapper that supports composing new sprites from multiple existing ones.
+
+- [Source Code](./src)
+- [Demo Project](../SpriteCompositor.Demo/Program.cs)
+- [Tests](../SpriteCompositor.Test)
+
+## Usage
+
+You can instantiate regular sprites using the helper methods of the `Sprites` class. These return a builder (except for
+`Sprites.Group()`, which returns a group directly) that can be used to further configure the initial values of the
+sprite.
+
+All sprites and sprite groups implement the `Sprite` interface, which you can use to `Translate()`, `Rotate()`, or
+`Scale()` a sprite after instantiation, among other things. Individual Sprite types may have additional properties and
+methods available, like `TextureSprite`'s `Mirror()` functions.
+
+See the [demo project](../SpriteCompositor.Demo/Program.cs) for a detailed example.
+
+### Grouping Sprites
+
+You can group sprites by calling `Sprites.Group()` or creating a `new SimpleSpriteGroup()`.
+
+If this implementation does
+not fit your needs, you can extend the `SpriteGroup` abstract class. If you do, you will be required to implement the
+`Clone()` and `GetChildren()` methods.
+
+**Avoid creating a new list in `GetChildren()`**, as the function is invoked
+whenever a transformation is applied to the group. I recommend using the following example as a guide:
+
+```csharp
+public class CustomSpriteGroup : SpriteGroup
+{
+ private readonly List backingList;
+
+ public Sprite UnspecifiedSprite
+ {
+ get { return backingList[0]; }
+ set { backingList[0] = value; }
+ }
+
+ public TextureSprite SpecificSprite
+ {
+ get { return (TextureSprite) backingList[1]; }
+ set { backingList[1] = value; }
+ }
+
+ public CustomSpriteGroup(Sprite unspecifiedSprite, TextureSprite specificSprite)
+ {
+ this.backingList = new List { unspecifiedSprite, specificSprite };
+ }
+
+ public override Sprite Clone() => new CustomSpriteGroup(backingList.Select(sprite => sprite.Clone()).ToList());
+
+ protected override List GetChildren() => backingList;
+}
+```
+
+If, for some reason, the abstract `SpriteGroup` class also does not suit your needs, you can implement the `Sprite`
+interface directly, though if you feel the need to do so, there may be a structural problem with your program.
+
+### Anchors
+
+Some transformation functions take an optional `Anchor` argument. When passed, the transformation will use the anchor as
+the center of that transformation. For example, with `Rotate()` transformations, in addition to the regular behavior,
+the respective sprite will be rotated around the anchor point, as if it was orbiting it. `Scale()` transformations with
+an `Anchor` will also scale the distance to the anchor point.
+
+### Displaying Sprites
+
+In order to draw your composed sprites to an LCD screen, you'll need to call the `Sprite.AsRenderable()` method, which will
+return an array of `MySprite` objects that your sprite consists of. You can draw these to the screen in one go
+using the `MySpriteDrawFrame.AddRange()` method. `AsRenderable()` takes an optional `RectangleF viewport` as parameter.
+Supplying this will move the sprites so that (0,0) is the center of the viewport.
+
+## Legal
+`Copyright (c) 2026 Lelebees`
+
+This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along with this program. If not, see .
+
+### License
+You can find a copy of the [GNU General Public License](./COPYING) and [GNU Lesser General Public License](./COPYING.LESSER) next to this source code in COPYING and COPYING.LESSER respectively.
+
+### Reaching out
+You can reach me as @lelebees on Discord, or through the project's [Github Repository](https://github.com/Lelebees/mdk2-packages-sprite-compositor). Please note while reaching out on Discord that I generally do not accept random friend requests. @Mention me in the [programmable block channel](https://discord.com/channels/125011928711036928/216219467959500800) of the Keen Software House Discord Server to get a hold of me.
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/Anchor.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/Anchor.cs
new file mode 100644
index 0000000..2cbe473
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/Anchor.cs
@@ -0,0 +1,25 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRageMath;
+
+namespace IngameScript
+{
+ ///
+ /// Classes conforming to this interface can be used as an anchor to rotate around in sprite composition.
+ ///
+ public interface Anchor
+ {
+ Vector2 GetPosition();
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/PointAnchor.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/PointAnchor.cs
new file mode 100644
index 0000000..b31b021
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/anchor/PointAnchor.cs
@@ -0,0 +1,34 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRageMath;
+
+namespace IngameScript
+{
+ public struct PointAnchor : Anchor
+ {
+ private readonly Vector2 position;
+
+ public PointAnchor(Vector2 position)
+ {
+ this.position = position;
+ }
+
+ public PointAnchor(float x, float y) : this(new Vector2(x, y)) {}
+
+ public Vector2 GetPosition()
+ {
+ return position;
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/angle/Angle.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/angle/Angle.cs
new file mode 100644
index 0000000..d8d4d94
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/angle/Angle.cs
@@ -0,0 +1,78 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using System;
+
+namespace IngameScript
+{
+ ///
+ /// An unambiguous angle for mathematical equations.
+ ///
+ public struct Angle
+ {
+ ///
+ /// A right angle, equal to 90 degrees or 1/2 * PI.
+ ///
+ public static readonly Angle Right = new Angle(0.5 * Math.PI);
+ ///
+ /// A straight angle, equal to 180 degrees or 1 * PI.
+ ///
+ public static readonly Angle Straight = new Angle(Math.PI);
+ ///
+ /// A full angle, equal to 360 degrees or 2 * PI.
+ ///
+ public static readonly Angle Full = new Angle(2 * Math.PI);
+
+ private Angle(double radians)
+ {
+ // Normalize the angle to be within a single rotation
+ if (radians > 2 * Math.PI || radians < -2 * Math.PI)
+ {
+ radians %= 2 * Math.PI;
+ }
+
+ Radians = radians;
+ }
+ ///
+ /// This angle expressed in radians, positive or negative, limited to one full rotation (0 to 2 * PI)
+ ///
+ public double Radians { get; }
+
+ ///
+ /// This angle expressed in degrees, positive or negative, limited to one full rotation (0 to 360)
+ ///
+ public double Degrees => Radians * 180 / Math.PI;
+
+ public static Angle FromDegrees(double degrees) => new Angle(degrees * Math.PI / 180);
+
+ public static Angle FromRadians(double radians) => new Angle(radians);
+
+ public static Angle operator +(Angle left, Angle right) => new Angle(left.Radians + right.Radians);
+
+ public static Angle operator +(Angle angle) => angle;
+
+ public static Angle operator -(Angle left, Angle right) => new Angle(left.Radians - right.Radians);
+
+ public static Angle operator -(Angle angle) => new Angle(-angle.Radians);
+
+ public static Angle operator /(Angle nominator, double divisor) => new Angle(nominator.Radians / divisor);
+
+ public static Angle operator *(Angle angle, double multiplier) => new Angle(angle.Radians * multiplier);
+
+ public static bool operator <(Angle left, Angle right) => left.Radians < right.Radians;
+ public static bool operator <=(Angle left, Angle right) => left.Radians <= right.Radians;
+
+ public static bool operator >(Angle left, Angle right) => left.Radians > right.Radians;
+ public static bool operator >=(Angle left, Angle right) => left.Radians >= right.Radians;
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprite.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprite.cs
new file mode 100644
index 0000000..e093636
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprite.cs
@@ -0,0 +1,77 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public interface Sprite : Anchor
+ {
+ ///
+ /// Moves a sprite in 2D space.
+ ///
+ /// How far the sprite will be moved and in what direction
+ void Translate(Vector2 vector);
+
+ ///
+ /// Moves a sprite in 2D space.
+ ///
+ /// How far the sprite will be moved on the x-axis
+ /// How far the sprite will be moved on the y-axis
+ void Translate(float x, float y);
+
+ void SetColor(Color color);
+ void SetAlignment(TextAlignment alignment);
+
+ ///
+ /// Scales a sprite in 2 dimensions according to the scalar.
+ ///
+ /// How much to multiply the size of the sprite by
+ /// If not null, will also scale the sprite's distance from the anchor
+ void Scale(float scalar, Anchor anchor = null);
+
+ ///
+ /// Scales a sprite in 2 dimensions according to the scalar.
+ ///
+ /// How much to multiply the size of the sprite by. If either x or y is 1, scales in only one dimension (except for text)
+ /// If not null, will also scale the sprite's distance from the anchor
+ void Scale(Vector2 scalar, Anchor anchor = null);
+
+ ///
+ /// Rotates a sprite in clockwise direction around the given anchor
+ ///
+ /// The angle of rotation
+ /// The point in space to rotate around, if no anchor is given, the center of this sprite is used
+ void Rotate(Angle angle, Anchor positionAnchor = null);
+
+ ///
+ /// Creates a copy of the sprite that can be modified separately.
+ ///
+ /// A new instance of the sprite
+ Sprite Clone();
+
+ ///
+ /// Converts the sprite to a collection of sprites that Space Engineers can actually draw.
+ ///
+ /// The size of the screen the sprite(s) are to be drawn to. Moves the sprites so that 0,0 is the center of the screen.
+ /// A collection of MySprite objects that can be drawn on a screen the size of viewport.
+ MySprite[] AsDrawableCollection(RectangleF viewport);
+
+ ///
+ /// Converts the sprite to a collection of sprites that Space Engineers can actually draw
+ ///
+ /// A collection of MySprite objects. These have not been adjusted to fit in the viewport.
+ MySprite[] AsDrawableCollection();
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteGroup.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteGroup.cs
new file mode 100644
index 0000000..e4130a1
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteGroup.cs
@@ -0,0 +1,87 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using System.Collections.Generic;
+using System.Linq;
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public abstract class SpriteGroup : Sprite
+ {
+ public Vector2 GetPosition()
+ {
+ var children = GetChildren();
+ return children.Aggregate(Vector2.Zero, (current, child) => current + child.GetPosition()) / children.Count;
+ }
+
+ public void Translate(Vector2 vector) => GetChildren().ForEach(sprite => sprite.Translate(vector));
+
+ public void Translate(float x, float y) => Translate(new Vector2(x, y));
+
+ public void SetColor(Color color) => GetChildren().ForEach(sprite => sprite.SetColor(color));
+
+ public void SetAlignment(TextAlignment alignment) =>
+ GetChildren().ForEach(sprite => sprite.SetAlignment(alignment));
+
+ public void Scale(float scalar, Anchor anchor = null) => Scale(new Vector2(scalar, scalar), anchor);
+
+ public void Scale(Vector2 scalar, Anchor anchor = null)
+ {
+ // See the rotate function for why we're doing this.
+ if (anchor == null)
+ {
+ anchor = new PointAnchor(GetPosition());
+ }
+ else if (anchor is SpriteGroup)
+ {
+ anchor = new PointAnchor(anchor.GetPosition());
+ }
+
+ GetChildren().ForEach(sprite => sprite.Scale(scalar, anchor));
+ }
+
+ public void Mirror(Anchor anchor = null) => Scale(new Vector2(-1, -1), anchor);
+
+ public void MirrorVertical(Anchor anchor = null) => Scale(new Vector2(1, -1), anchor);
+
+ public void MirrorHorizontal(Anchor anchor = null) => Scale(new Vector2(-1, 1), anchor);
+
+ public void Rotate(Angle angle, Anchor positionAnchor = null)
+ {
+ // it is VITALLY important to create a PointAnchor here. If we don't,
+ // the process of rotating sprites could adjust this (or another) groups center, and therefore its position
+ // this causes sprites to spiral away from the center of rotation.
+ if (positionAnchor == null)
+ {
+ positionAnchor = new PointAnchor(GetPosition());
+ }
+ if (positionAnchor is SpriteGroup)
+ {
+ positionAnchor = new PointAnchor(positionAnchor.GetPosition());
+ }
+ GetChildren().ForEach(sprite => sprite.Rotate(angle, positionAnchor));
+ }
+
+ public abstract Sprite Clone();
+
+ public MySprite[] AsDrawableCollection(RectangleF viewport) =>
+ GetChildren().SelectMany(child => child.AsDrawableCollection(viewport)).ToArray();
+
+ public MySprite[] AsDrawableCollection() =>
+ GetChildren().SelectMany(child => child.AsDrawableCollection()).ToArray();
+
+ protected abstract List GetChildren();
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteLeaf.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteLeaf.cs
new file mode 100644
index 0000000..d20381f
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/SpriteLeaf.cs
@@ -0,0 +1,114 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using System;
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public abstract class SpriteLeaf : Sprite
+ {
+ protected MySprite Sprite;
+
+ public Vector2? Position
+ {
+ get { return Sprite.Position; }
+ set { Sprite.Position = value; }
+ }
+
+ protected SpriteLeaf(MySprite sprite)
+ {
+ Sprite = sprite;
+ }
+
+ public Vector2 GetPosition()
+ {
+ return Sprite.Position ?? Vector2.Zero;
+ }
+
+ public void Translate(Vector2 vector)
+ {
+ var position = GetPosition();
+ position.X += vector.X;
+ position.Y += vector.Y;
+ Sprite.Position = position;
+ }
+
+ public void Translate(float x, float y)
+ {
+ Translate(new Vector2(x, y));
+ }
+
+ public void SetColor(Color color)
+ {
+ Sprite.Color = color;
+ }
+
+ public void SetAlignment(TextAlignment alignment)
+ {
+ Sprite.Alignment = alignment;
+ }
+
+ public virtual void Scale(float scalar, Anchor anchor = null) => Scale(new Vector2(scalar, scalar), anchor);
+
+ public virtual void Scale(Vector2 scalar, Anchor anchor = null)
+ {
+ if (anchor == null || anchor == this || anchor.GetPosition() == GetPosition()) return;
+
+ var anchorPos = anchor.GetPosition();
+ var distanceFromAnchor = GetPosition() - anchorPos;
+ distanceFromAnchor *= scalar;
+ Sprite.Position = anchorPos + distanceFromAnchor;
+ }
+
+ public virtual void Rotate(Angle angle, Anchor positionAnchor = null)
+ {
+ if (positionAnchor == null || positionAnchor == this ||
+ positionAnchor.GetPosition() == GetPosition()) return;
+
+ var cos = Math.Cos(-angle.Radians);
+ var sin = Math.Sin(-angle.Radians);
+
+ var anchor = positionAnchor.GetPosition();
+
+ var position = Sprite.Position ?? Vector2.Zero;
+ var posX = (float)(cos * (position.X - anchor.X) + sin * (position.Y - anchor.Y) + anchor.X);
+ var posY = (float)(-sin * (position.X - anchor.X) + cos * (position.Y - anchor.Y) + anchor.Y);
+ Sprite.Position = new Vector2(posX, posY);
+ }
+
+ public abstract Sprite Clone();
+
+ public MySprite[] AsDrawableCollection(RectangleF viewport)
+ {
+ return new[]
+ {
+ new MySprite(
+ Sprite.Type,
+ Sprite.Data,
+ Sprite.Position + viewport.Center,
+ Sprite.Size,
+ Sprite.Color,
+ Sprite.FontId,
+ Sprite.Alignment,
+ Sprite.RotationOrScale)
+ };
+ }
+
+ public MySprite[] AsDrawableCollection()
+ {
+ return new[] { Sprite };
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprites.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprites.cs
new file mode 100644
index 0000000..7eb6926
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Sprites.cs
@@ -0,0 +1,64 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using System;
+using System.Linq;
+
+namespace IngameScript
+{
+ public abstract class Sprites
+ {
+ ///
+ /// Clones a sprite a given number of times, places them in a circle and divides the space between sprites evenly.
+ ///
+ /// The sprite to clone
+ /// Number of instances of the sprite there need to be
+ /// The center of rotation
+ /// The resulting list of sprites, which includes the original sprite (though no operation has been applied to that sprite)
+ public static Sprite[]
+ RepeatRotated(Sprite spriteToRepeat, uint repetitions, Anchor rotationAnchor = null) =>
+ RepeatRotated(spriteToRepeat, repetitions, Angle.Full / repetitions, rotationAnchor);
+
+ ///
+ /// Clones a sprite a given number of times, rotating each clone with the given angle compared to the previous clone.
+ ///
+ /// The sprite to clone
+ /// Number of instances of the sprite there need to be
+ /// The center of rotation
+ /// The angle to rotate each clone compared to the previous one
+ /// The resulting list of sprites, which includes the original sprite (though no operation has been applied to that sprite)
+ public static Sprite[] RepeatRotated(Sprite spriteToRepeat, uint repetitions, Angle stepSize,
+ Anchor rotationAnchor = null)
+ {
+ if (repetitions == 0) return Array.Empty();
+ Sprite[] resultingSprites = new Sprite[(int)repetitions];
+ resultingSprites[0] = spriteToRepeat;
+ for (var steps = 1; steps < repetitions; steps++)
+ {
+ var newSprite = spriteToRepeat.Clone();
+ newSprite.Rotate(stepSize * steps, rotationAnchor);
+ resultingSprites[steps] = newSprite;
+ }
+
+ return resultingSprites;
+ }
+
+ public static TextureSprite.TextureSpriteBuilder WithTexture(string texture) => new TextureSprite.TextureSpriteBuilder().Texture(texture);
+
+ public static TextSprite.TextSpriteBuilder WithText(string text) => new TextSprite.TextSpriteBuilder().Text(text);
+
+ public static ClippingSprite.ClippingSpriteBuilder ClipRectangle() => new ClippingSprite.ClippingSpriteBuilder();
+
+ public static SpriteGroup Group(params Sprite[] sprites) => new SimpleSpriteGroup(sprites.ToList());
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Textures.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Textures.cs
new file mode 100644
index 0000000..fe0617c
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/Textures.cs
@@ -0,0 +1,26 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+namespace IngameScript
+{
+ public abstract class Textures
+ {
+ public const string Circle = "Circle";
+ public const string CircleHollow = "CircleHollow";
+ public const string RightTriangle = "RightTriangle";
+ public const string SemiCircle = "SemiCircle";
+ public const string SquareHollow = "SquareHollow";
+ public const string SquareSimple = "SquareSimple";
+ public const string SquareTapered = "SquareTapered";
+ public const string Triangle = "Triangle";
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/ClippingSprite.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/ClippingSprite.cs
new file mode 100644
index 0000000..d0a1fdf
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/ClippingSprite.cs
@@ -0,0 +1,79 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public class ClippingSprite : SpriteLeaf
+ {
+ private ClippingSprite(MySprite sprite) : base(sprite)
+ {
+ }
+
+ public ClippingSprite() : base(new MySprite(type: SpriteType.CLIP_RECT))
+ {
+ }
+
+ public override void Scale(float scalar, Anchor anchor = null) => Scale(new Vector2(scalar, scalar), anchor);
+
+ public override void Scale(Vector2 scalar, Anchor anchor = null)
+ {
+ if (Sprite.Size == null) Sprite.Size = Vector2.One;
+
+ var size = Sprite.Size.Value;
+ size.X *= scalar.X;
+ size.Y *= scalar.Y;
+ Sprite.Size = size;
+ base.Scale(scalar, anchor);
+ }
+
+ public override Sprite Clone() => new ClippingSprite(Sprite);
+
+ public class ClippingSpriteBuilder
+ {
+ private MySprite sprite = new MySprite(type: SpriteType.CLIP_RECT);
+
+ public ClippingSpriteBuilder Position(float x, float y) => Position(new Vector2(x, y));
+
+ public ClippingSpriteBuilder Position(Vector2 position)
+ {
+ sprite.Position = position;
+ return this;
+ }
+
+ public ClippingSpriteBuilder Rotation(Angle rotation)
+ {
+ sprite.RotationOrScale = (float) rotation.Radians;
+ return this;
+ }
+
+ public ClippingSpriteBuilder Size(float width, float height) => Size(new Vector2(width, height));
+
+ public ClippingSpriteBuilder Size(Vector2 size)
+ {
+ sprite.Size = size;
+ return this;
+ }
+
+ public ClippingSpriteBuilder Alignment(TextAlignment alignment)
+ {
+ sprite.Alignment = alignment;
+ return this;
+ }
+
+ public ClippingSprite Build() => new ClippingSprite(sprite);
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextSprite.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextSprite.cs
new file mode 100644
index 0000000..b3a16b7
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextSprite.cs
@@ -0,0 +1,109 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public class TextSprite : SpriteLeaf
+ {
+ public string Text
+ {
+ get { return Sprite.Data;}
+ set { Sprite.Data = value; }
+ }
+ public string FontId
+ {
+ get { return Sprite.FontId; }
+ set { Sprite.FontId = value; }
+ }
+
+ public float TextScale
+ {
+ get { return Sprite.RotationOrScale; }
+ set { Sprite.RotationOrScale = value; }
+ }
+
+ public TextAlignment Alignment
+ {
+ get { return Sprite.Alignment; }
+ set { Sprite.Alignment = value; }
+ }
+
+ private TextSprite(MySprite sprite) : base(sprite)
+ {
+ }
+
+ public override void Scale(float scalar, Anchor anchor = null)
+ {
+ Sprite.RotationOrScale *= scalar;
+ base.Scale(new Vector2(scalar, scalar), anchor);
+ }
+
+ public override void Scale(Vector2 scalar, Anchor anchor = null)
+ {
+ // Text sprites don't really scale in 2 dimensions, so instead we'll take the average scale
+ Sprite.RotationOrScale *= (scalar.X + scalar.Y) / 2;
+ base.Scale(scalar, anchor);
+ }
+
+ public override Sprite Clone() => new TextSprite(Sprite);
+
+ public class TextSpriteBuilder
+ {
+ private MySprite sprite = new MySprite(type: SpriteType.TEXT, rotation: 1f);
+
+ public TextSpriteBuilder Text(string text)
+ {
+ sprite.Data = text;
+ return this;
+ }
+
+ public TextSpriteBuilder FontId(string fontId)
+ {
+ sprite.FontId = fontId;
+ return this;
+ }
+
+ public TextSpriteBuilder Position(float x, float y) => Position(new Vector2(x, y));
+
+
+ public TextSpriteBuilder Position(Vector2 position)
+ {
+ sprite.Position = position;
+ return this;
+ }
+
+ public TextSpriteBuilder Scale(float scale)
+ {
+ sprite.RotationOrScale = scale;
+ return this;
+ }
+
+ public TextSpriteBuilder Color(Color color)
+ {
+ sprite.Color = color;
+ return this;
+ }
+
+ public TextSpriteBuilder Alignment(TextAlignment alignment)
+ {
+ sprite.Alignment = alignment;
+ return this;
+ }
+
+ public TextSprite Build() => new TextSprite(sprite);
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextureSprite.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextureSprite.cs
new file mode 100644
index 0000000..4280f50
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/atoms/TextureSprite.cs
@@ -0,0 +1,116 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace IngameScript
+{
+ public class TextureSprite : SpriteLeaf
+ {
+ public float Rotation
+ {
+ get { return Sprite.RotationOrScale; }
+ set { Sprite.RotationOrScale = value; }
+ }
+
+ public Vector2? Size
+ {
+ get { return Sprite.Size; }
+ set { Sprite.Size = value; }
+ }
+
+ public string Texture
+ {
+ get { return Sprite.Data; }
+ set { Sprite.Data = value; }
+ }
+
+ private TextureSprite(MySprite sprite) : base(sprite)
+ {
+ }
+
+ public override void Scale(float scalar, Anchor anchor = null) => Scale(new Vector2(scalar, scalar), anchor);
+
+ public override void Scale(Vector2 scalar, Anchor anchor = null)
+ {
+ var size = Sprite.Size ?? Vector2.One;
+ size.X *= scalar.X;
+ size.Y *= scalar.Y;
+ Sprite.Size = size;
+ base.Scale(scalar, anchor);
+ }
+
+ public void Mirror(Anchor anchor = null) => Scale(new Vector2(-1, -1), anchor);
+
+ public void MirrorVertical(Anchor anchor = null) => Scale(new Vector2(1, -1), anchor);
+
+ public void MirrorHorizontal(Anchor anchor = null) => Scale(new Vector2(-1, 1), anchor);
+
+ public override void Rotate(Angle angle, Anchor positionAnchor = null)
+ {
+ Sprite.RotationOrScale += (float)angle.Radians;
+ base.Rotate(angle, positionAnchor);
+ }
+
+ public override Sprite Clone() => new TextureSprite(Sprite);
+
+
+ public class TextureSpriteBuilder
+ {
+ private MySprite sprite = new MySprite(type: SpriteType.TEXTURE);
+
+ public TextureSpriteBuilder Texture(string path)
+ {
+ sprite.Data = path;
+ return this;
+ }
+
+ public TextureSpriteBuilder Position(float x, float y) => Position(new Vector2(x, y));
+
+ public TextureSpriteBuilder Position(Vector2 position)
+ {
+ sprite.Position = position;
+ return this;
+ }
+
+ public TextureSpriteBuilder Rotation(Angle rotation)
+ {
+ sprite.RotationOrScale = (float)rotation.Radians;
+ return this;
+ }
+
+ public TextureSpriteBuilder Size(float width, float height) => Size(new Vector2(width, height));
+
+ public TextureSpriteBuilder Size(Vector2 size)
+ {
+ sprite.Size = size;
+ return this;
+ }
+
+ public TextureSpriteBuilder Color(Color color)
+ {
+ sprite.Color = color;
+ return this;
+ }
+
+ public TextureSpriteBuilder Alignment(TextAlignment alignment)
+ {
+ sprite.Alignment = alignment;
+ return this;
+ }
+
+ public TextureSprite Build() => new TextureSprite(sprite);
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/molecules/SimpleSpriteGroup.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/molecules/SimpleSpriteGroup.cs
new file mode 100644
index 0000000..ef292d9
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/Lelebees.MdkScriptMixin.SpriteCompositor/src/sprite/molecules/SimpleSpriteGroup.cs
@@ -0,0 +1,32 @@
+/* Copyright (c) 2026 Lelebees
+ This file is part of Sprite Composer.
+
+ Sprite Composer is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation,
+ either version 3 of the License, or (at your option) any later version.
+
+ Sprite Composer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ See the GNU Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public License along with Sprite Composer.
+ If not, see . */
+
+using System.Collections.Generic;
+using System.Linq;
+
+namespace IngameScript
+{
+ public class SimpleSpriteGroup : SpriteGroup
+ {
+ private readonly List children;
+
+ public SimpleSpriteGroup(List children)
+ {
+ this.children = children;
+ }
+
+ public override Sprite Clone() => new SimpleSpriteGroup(children.Select(sprite => sprite.Clone()).ToList());
+
+ protected override List GetChildren() => children;
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/.gitignore b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/.gitignore
new file mode 100644
index 0000000..5fb0452
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/.gitignore
@@ -0,0 +1 @@
+mdk.local.ini
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Instructions.readme b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Instructions.readme
new file mode 100644
index 0000000..0b5aa2b
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Instructions.readme
@@ -0,0 +1,2 @@
+This program uses SpriteComposer, which is licensed under the GNU LGPL 3.0 or later. You can find the source code and a copy of the license at
+Copies of the license are also available at
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Program.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Program.cs
new file mode 100644
index 0000000..76873da
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/Program.cs
@@ -0,0 +1,121 @@
+using Sandbox.Game.EntityComponents;
+using Sandbox.ModAPI.Ingame;
+using Sandbox.ModAPI.Interfaces;
+using SpaceEngineers.Game.ModAPI.Ingame;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Collections.Immutable;
+using System.Linq;
+using System.Text;
+using VRage;
+using VRage.Collections;
+using VRage.Game;
+using VRage.Game.Components;
+using VRage.Game.GUI.TextPanel;
+using VRage.Game.ModAPI.Ingame;
+using VRage.Game.ModAPI.Ingame.Utilities;
+using VRage.Game.ObjectBuilders.Definitions;
+using VRageMath;
+
+namespace IngameScript
+{
+ public partial class Program : MyGridProgram
+ {
+ private readonly IMyTextSurface surface;
+ private readonly Sprite sunSprite;
+ private readonly Sprite textGroup;
+ private readonly RectangleF viewport;
+
+ public Program()
+ {
+ // We prepare a screen like normal
+ surface = Me.GetSurface(0);
+ surface.ContentType = ContentType.SCRIPT;
+ surface.Script = "";
+ viewport = new RectangleF(
+ (surface.TextureSize - surface.SurfaceSize) / 2f,
+ surface.SurfaceSize
+ );
+
+ Runtime.UpdateFrequency = UpdateFrequency.Update10;
+ // You can create basic sprites using the Sprites class. The Textures class contains texture name constants for basic shapes, for your writing convenience.
+ var sunRayMiddle = Sprites.WithTexture(Textures.SquareSimple)
+ .Size(20, 5)
+ .Build();
+ var sunRayCapRight = Sprites.WithTexture(Textures.SemiCircle)
+ .Size(5, 20)
+ // Rotations are performed using the Angle struct. Here we're using a predefined right angle (90 degrees, or 0.5 * PI)
+ // You'll see how to create an arbitrary angle a little later in this demo.
+ .Rotation(Angle.Right)
+ .Position(9, 0)
+ .Build();
+ // You can copy a sprite you made earlier and apply different operations to it
+ TextureSprite sunRayCapLeft = (TextureSprite) sunRayCapRight.Clone();
+ // You can mirror texture sprites by calling the Mirror(), MirrorHorizontal() or MirrorVertical() functions on them.
+ // By passing an anchor, the sprite will also move to the other side of that anchor.
+ sunRayCapLeft.Mirror(sunRayMiddle);
+ // Mirroring is functionally equivalent to calling the Scale() function with -1 for the x, y or both axes.
+ // You'll see a Scale() invocation later in this demo
+
+ // It's possible to group sprites and treat them as if they were one.
+ var sunRay = Sprites.Group(sunRayCapLeft, sunRayMiddle, sunRayCapRight);
+ sunRay.Translate(50, 0);
+
+ TextureSprite sunBody = Sprites.WithTexture(Textures.Circle)
+ .Size(50, 50)
+ .Build();
+
+ // Since I don't feel like repeating the above steps for every sun ray, you can easily clone sprites in a circle!
+ var allRays = Sprites.RepeatRotated(sunRay, 12, sunBody).ToList();
+ // You can create, adjust and add sprites after a group has been made by keeping a reference to a list of the group's sprites
+ sunSprite = new SimpleSpriteGroup(allRays);
+ /* If this simple sprite group doesn't fulfill your needs,
+ you can create your own implementation by extending the SpriteGroup abstract class.
+ If you do, you must implement two methods: Clone() and GetChildren().
+ The first method is expected to create a deep copy of the group.
+ The second method expects to get a list of all sprites that make up the group. (not copies)
+ This allows the parent class to apply operations such as rotations or translations without needing to know how the sprites are managed by you.
+ If you need even more control over the group, you should create your own class that implements the Sprite interface.
+ Which allows you to override the existing transformation functions, and will likely be more performant than extending the existing SpriteGroup class. */
+ allRays.Add(sunBody);
+ sunSprite.SetColor(Color.Yellow);
+
+ var praiseText = Sprites.WithText("Praise")
+ .FontId("White")
+ .Position(0, -150)
+ .Build();
+ /* Any sprite can be rotated using the following syntax.
+ Specifying an anchor point will rotate the sprite around that point, in addition to rotating the sprite itself.
+ Text can also be rotated around an anchor point, but beware! SE does not support rotating the text itself.
+ This will therefore not create slanted text! */
+ praiseText.Rotate(Angle.FromDegrees(-45), sunSprite);
+
+ var theSunText = Sprites.WithText("the sun")
+ .FontId("White")
+ .Position(0, 125)
+ .Build();
+ // Though we don't do it here, you can also use an arbitrary point in space as the anchor by creating a new PointAnchor().
+ theSunText.Rotate(Angle.FromDegrees(-50), sunSprite);
+ textGroup = Sprites.Group(praiseText, theSunText);
+ // You can also set an initial scale for text using the builder.
+ // However, here we want to scale the distance the text has to the sun, so we supply the sun as the anchor for the scale operation.
+ textGroup.Scale(1.5f, sunSprite);
+ // Any new operations will be applied to the newly grouped sprites as well, but previous operations will not be applied.
+ sunSprite.Scale(2f);
+ // It's also possible to scale X and Y separately.
+ }
+
+ public void Main(string argument, UpdateType updateSource)
+ {
+ textGroup.SetColor(surface.ScriptForegroundColor);
+ var frame = surface.DrawFrame();
+ // To simplify use, you can move the Sprite(s) so that 0,0 is the center of the viewport.
+ frame.AddRange(sunSprite.AsDrawableCollection(viewport));
+ frame.AddRange(textGroup.AsDrawableCollection(viewport));
+ frame.Dispose();
+ // We can animate our sprite by applying transformations during runtime!
+ sunSprite.Rotate(Angle.FromDegrees(1));
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/SpriteCompositor.Demo.csproj b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/SpriteCompositor.Demo.csproj
new file mode 100644
index 0000000..d5606e6
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/SpriteCompositor.Demo.csproj
@@ -0,0 +1,31 @@
+
+
+
+ netframework48
+ IngameScript
+ 6
+ false
+ Release;Debug
+ x64
+
+
+
+ all
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+
+
+ all
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+
+
+ all
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/mdk.ini b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/mdk.ini
new file mode 100644
index 0000000..bd9cf79
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/mdk.ini
@@ -0,0 +1,35 @@
+; This file is project specific and should be checked in to source control.
+
+[mdk]
+; This is a programmable block script project.
+; You should not change this.
+type=programmableblock
+
+; Toggle trace (on|off) (verbose output)
+trace=off
+
+; What type of minification to use (none|trim|stripcomments|lite|full)
+; none: No minification
+; trim: Removes unused types (NOT members).
+; stripcomments: trim + removes comments.
+; lite: stripcomments + removes leading/trailing whitespace.
+; full: lite + renames identifiers to shorter names.
+minify=trim
+
+; Extra options for minification.
+; none: No extra options.
+; nomembertrimming: Disables member trimming in the 'trim' processor (legacy mode).
+minifyextraoptions=none
+
+; A list of files and folder to ignore when creating the script.
+; This is a comma separated list of glob patterns.
+; See https://code.visualstudio.com/docs/editor/glob-patterns
+ignores=obj/**/*,MDK/**/*,**/*.debug.cs
+
+; A list of allowed namespaces. All ingame script code should be within one of these namespaces.
+; This is a comma separated list.
+;
+; WARNING: The programmable block strips all namespaces from the final script.
+; If you have two types with the same name in different namespaces, there will be a conflict.
+; It's recommended to keep all your script code in a single namespace to avoid issues.
+namespaces=IngameScript
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/thumb.png b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/thumb.png
new file mode 100644
index 0000000..cf36539
Binary files /dev/null and b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Demo/thumb.png differ
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/.gitignore b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/.gitignore
new file mode 100644
index 0000000..5fb0452
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/.gitignore
@@ -0,0 +1 @@
+mdk.local.ini
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/README.md b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/README.md
new file mode 100644
index 0000000..bd75d6d
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/README.md
@@ -0,0 +1,9 @@
+# Getting Started
+
+Before doing anything:
+- Add a reference to the script project you want to test.
+- Make sure your Program class is `public`.
+
+This test project will neither compile nor run properly if you don't do this.
+
+Take a look in Tests/InstancingTests.cs for some simple examples of how to write tests.
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/SpriteCompositor.Test.csproj b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/SpriteCompositor.Test.csproj
new file mode 100644
index 0000000..b0862b7
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/SpriteCompositor.Test.csproj
@@ -0,0 +1,21 @@
+
+
+ net48
+ true
+ Release;Debug
+ x64
+
+
+
+
+ all
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+
+
+ all
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+
+
+
+
+
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/TestUtilities/ProgramBuilder.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/TestUtilities/ProgramBuilder.cs
new file mode 100644
index 0000000..ef082fa
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/TestUtilities/ProgramBuilder.cs
@@ -0,0 +1,171 @@
+using System;
+using System.Runtime.Serialization;
+using FakeItEasy;
+using Sandbox.ModAPI.Ingame;
+
+namespace SpriteCompositor.Test.TestUtilities
+{
+ ///
+ /// Provides utility methods for setting up and testing Space Engineers' programmable block scripts.
+ ///
+ public static class Gateway
+ {
+ ///
+ /// Sets the storage value for a given program instance.
+ ///
+ /// A type that implements .
+ /// The program instance.
+ /// The storage string to set.
+ public static void SetStorage(this T program, string storage)
+ where T : Sandbox.ModAPI.IMyGridProgram
+ {
+ program.Storage = storage;
+ }
+
+ ///
+ /// Creates a new to construct an instance of a Space Engineers script.
+ ///
+ /// The script type, which must inherit from .
+ /// A instance for configuring and constructing the script.
+ ///
+ /// This method utilizes the builder pattern to allow gradual configuration of the script before instantiation.
+ /// The builder ensures all necessary dependencies are set up for proper execution in a test environment.
+ ///
+ ///
+ /// The following example demonstrates how to create an instance of a script with specific dependencies:
+ ///
+ /// var program = Gateway.CreateProgram<MyScript>()
+ /// .WithGridTerminalSystem(myGridSystem)
+ /// .WithRuntime(myRuntime)
+ /// .WithEcho(Console.WriteLine)
+ /// .Build();
+ ///
+ ///
+ public static ProgramBuilder CreateProgram()
+ where T : MyGridProgram, new()
+ {
+ return new ProgramBuilder(null, null, null, null, null, null);
+ }
+
+ ///
+ /// A builder for constructing instances of Space Engineers scripts with specific dependencies.
+ ///
+ /// The script type, which must inherit from .
+ ///
+ /// The builder pattern is used to allow flexible configuration of dependencies before final instantiation.
+ /// Each method (e.g., , ) returns a new builder instance
+ /// with the specified dependency, ensuring immutability.
+ ///
+ /// The `Build` method finalizes the construction, initializing the script with the provided dependencies.
+ ///
+ public readonly struct ProgramBuilder where T : MyGridProgram, new()
+ {
+ ///
+ /// Builds the final instance of the script with the configured dependencies.
+ ///
+ /// An initialized instance of type .
+ /// Thrown if the script type or instance fails to be created.
+ public T Build()
+ {
+ // Create an uninitialized instance (bypasses constructor)
+ var program = FormatterServices.GetUninitializedObject(typeof(T));
+
+ // Ensure a parameterless constructor exists
+ var constructor = typeof(T).GetConstructor(Type.EmptyTypes);
+ if (constructor == null)
+ throw new InvalidOperationException("No parameterless constructor found.");
+
+ if (!(program is Sandbox.ModAPI.IMyGridProgram backend))
+ throw new InvalidOperationException("No IMyGridProgram interface found.");
+
+ // Assign dependencies
+ backend.Runtime = GetRuntime();
+ backend.Echo = GetEcho();
+ backend.Me = GetMe();
+ backend.Storage = GetStorage();
+ backend.GridTerminalSystem = GetGridTerminalSystem();
+ backend.IGC_ContextGetter = GetIgcContextGetter();
+
+ // Run constructor
+ constructor.Invoke(program, null);
+ return (T)program;
+ }
+
+ private readonly IMyIntergridCommunicationSystem _igc;
+ private readonly IMyGridTerminalSystem _gridTerminalSystem;
+ private readonly IMyGridProgramRuntimeInfo _runtime;
+ private readonly IMyProgrammableBlock _me;
+ private readonly Action _echo;
+ private readonly string _storage;
+
+ ///
+ /// Initializes a new builder instance with optional dependencies.
+ ///
+ public ProgramBuilder(IMyIntergridCommunicationSystem igc, IMyGridTerminalSystem gridTerminalSystem,
+ IMyGridProgramRuntimeInfo runtime, IMyProgrammableBlock me, Action echo, string storage)
+ {
+ _igc = igc;
+ _gridTerminalSystem = gridTerminalSystem;
+ _runtime = runtime;
+ _me = me;
+ _echo = echo;
+ _storage = storage;
+ }
+
+ ///
+ /// Specifies a custom Inter-Grid Communication (IGC) system.
+ ///
+ public ProgramBuilder WithIgc(IMyIntergridCommunicationSystem igc) =>
+ new ProgramBuilder(igc, _gridTerminalSystem, _runtime, _me, _echo, _storage);
+
+ ///
+ /// Specifies a custom Grid Terminal System.
+ ///
+ public ProgramBuilder WithGridTerminalSystem(IMyGridTerminalSystem gridTerminalSystem) =>
+ new ProgramBuilder(_igc, gridTerminalSystem, _runtime, _me, _echo, _storage);
+
+ ///
+ /// Specifies a custom runtime environment.
+ ///
+ public ProgramBuilder WithRuntime(IMyGridProgramRuntimeInfo runtime) =>
+ new ProgramBuilder(_igc, _gridTerminalSystem, runtime, _me, _echo, _storage);
+
+ ///
+ /// Specifies a custom programmable block reference.
+ ///
+ public ProgramBuilder WithMe(IMyProgrammableBlock me) =>
+ new ProgramBuilder(_igc, _gridTerminalSystem, _runtime, me, _echo, _storage);
+
+ ///
+ /// Specifies a custom echo function.
+ ///
+ public ProgramBuilder WithEcho(Action echo) =>
+ new ProgramBuilder(_igc, _gridTerminalSystem, _runtime, _me, echo, _storage);
+
+ ///
+ /// Specifies custom storage data.
+ ///
+ public ProgramBuilder WithStorage(string storage) =>
+ new ProgramBuilder(_igc, _gridTerminalSystem, _runtime, _me, _echo, storage);
+
+ private Func GetIgcContextGetter()
+ {
+ var igc = _igc ?? A.Fake(o => o.Strict());
+ return () => igc;
+ }
+
+ private IMyGridTerminalSystem GetGridTerminalSystem() =>
+ _gridTerminalSystem ?? A.Fake(o => o.Strict());
+
+ private string GetStorage() => _storage ?? string.Empty;
+
+ private IMyProgrammableBlock GetMe() =>
+ _me ?? A.Fake(o => o.Strict());
+
+ private Action GetEcho() => _echo ?? Console.WriteLine;
+
+ private IMyGridProgramRuntimeInfo GetRuntime() =>
+ _runtime ?? A.Fake(o => o.Strict());
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/SpriteGroupTest.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/SpriteGroupTest.cs
new file mode 100644
index 0000000..e206985
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/SpriteGroupTest.cs
@@ -0,0 +1,70 @@
+using FakeItEasy;
+using IngameScript;
+using NUnit.Framework;
+
+namespace SpriteCompositor.Test
+{
+ [TestFixture]
+ public class SpriteGroupTest
+ {
+ [Test]
+ public void RotateShouldPassNonNullAnchorToChildren()
+ {
+ var child1 = A.Fake();
+ var child2 = A.Fake();
+
+ Anchor capturedAnchor1 = null;
+ Anchor capturedAnchor2 = null;
+
+ A.CallTo(() => child1.Rotate(A._, A._))
+ .Invokes((Angle _, Anchor anchor) => capturedAnchor1 = anchor);
+
+ A.CallTo(() => child2.Rotate(A._, A._))
+ .Invokes((Angle _, Anchor anchor) => capturedAnchor2 = anchor);
+
+ var group = Sprites.Group(child1, child2);
+
+
+ group.Rotate(Angle.Right);
+
+ Assert.That(capturedAnchor1, Is.Not.Null);
+ Assert.That(capturedAnchor2, Is.Not.Null);
+
+ A.CallTo(() => child1.Rotate(A._, A._))
+ .MustHaveHappenedOnceExactly();
+
+ A.CallTo(() => child2.Rotate(A._, A._))
+ .MustHaveHappenedOnceExactly();
+ }
+
+ [Test]
+ public void RotateShouldNotPassSelfAsAnchor()
+ {
+ var child1 = A.Fake();
+ var child2 = A.Fake();
+
+ Anchor capturedAnchor1 = null;
+ Anchor capturedAnchor2 = null;
+
+ A.CallTo(() => child1.Rotate(A._, A._))
+ .Invokes((Angle _, Anchor anchor) => capturedAnchor1 = anchor);
+
+ A.CallTo(() => child2.Rotate(A._, A._))
+ .Invokes((Angle _, Anchor anchor) => capturedAnchor2 = anchor);
+
+ var group = Sprites.Group(child1, child2);
+
+
+ group.Rotate(Angle.Right);
+
+ Assert.That(capturedAnchor1, Is.Not.EqualTo(group));
+ Assert.That(capturedAnchor2, Is.Not.EqualTo(group));
+
+ A.CallTo(() => child1.Rotate(A._, A._))
+ .MustHaveHappenedOnceExactly();
+
+ A.CallTo(() => child2.Rotate(A._, A._))
+ .MustHaveHappenedOnceExactly();
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/angle/AngleTest.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/angle/AngleTest.cs
new file mode 100644
index 0000000..529b24d
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/angle/AngleTest.cs
@@ -0,0 +1,23 @@
+using System;
+using IngameScript;
+using NUnit.Framework;
+
+namespace SpriteCompositor.Test.angle
+{
+ [TestFixture]
+ public class AngleTest
+ {
+ private const double Precision = 0.000000000000000000000000001;
+
+ [TestCase(360, 2 * Math.PI)]
+ [TestCase(90, 0.5 * Math.PI)]
+ [TestCase(180, Math.PI)]
+ [TestCase(270, 1.5 * Math.PI)]
+ [TestCase(1800, 0)]
+ [TestCase(0, 0)]
+ public void DegreesConvertProperly(double degrees, double radians)
+ {
+ Assert.That(Angle.FromDegrees(degrees).Radians, Is.InRange(radians - Precision, radians + Precision));
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/SpritesTest.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/SpritesTest.cs
new file mode 100644
index 0000000..42f4a1d
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/SpritesTest.cs
@@ -0,0 +1,25 @@
+using IngameScript;
+using NUnit.Framework;
+
+namespace SpriteCompositor.Test.sprite
+{
+ [TestFixture]
+ public class SpritesTest
+ {
+ [TestCase((uint) 10)]
+ [TestCase((uint) 1)]
+ [TestCase((uint) 0)]
+ public void SpritesRepeatCorrectAmountOfTimes(uint repetitions)
+ {
+ Assert.That(Sprites.RepeatRotated(Sprites.WithTexture("SquareSimple").Build(), repetitions).Length, Is.EqualTo((int) repetitions));
+ }
+
+ [TestCase((uint) 10)]
+ [TestCase((uint) 1)]
+ [TestCase((uint) 0)]
+ public void SpritesWithRotationRepeatCorrectAmountOfTimes(uint repetitions)
+ {
+ Assert.That(Sprites.RepeatRotated(Sprites.WithTexture("SquareSimple").Build(), repetitions, Angle.Right).Length, Is.EqualTo((int) repetitions));
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextSpriteTest.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextSpriteTest.cs
new file mode 100644
index 0000000..a95eadc
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextSpriteTest.cs
@@ -0,0 +1,93 @@
+using System;
+using IngameScript;
+using NUnit.Framework;
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+namespace SpriteCompositor.Test.sprite.atoms
+{
+ [TestFixture]
+ public class TextSpriteTest
+ {
+ private const double Precision = 0.001;
+
+ [TestCase(1, 1)]
+ [TestCase(0, 0)]
+ [TestCase(-1, 1)]
+ [TestCase(1, -1)]
+ [TestCase(-1, -1)]
+ public void CanTranslate(float x, float y)
+ {
+ Vector2 translation = new Vector2(x, y);
+ TextSprite sprite = Sprites.WithText("Test").Build();
+ sprite.Translate(translation);
+ Assert.That(sprite.GetPosition(), Is.EqualTo(translation));
+ }
+
+ [TestCase(0,0,Math.PI)]
+ [TestCase(1, 1, 0)]
+ [TestCase(1, 1, Math.PI)]
+ [TestCase(1, 1, Math.PI / 2)]
+ [TestCase(1, 1, -Math.PI / 2)]
+ [TestCase(5, 0, Math.PI)]
+ [TestCase(0, 5, Math.PI / 2)]
+ [TestCase(-3, 4, Math.PI / 4)]
+ [TestCase(10, -10, Math.PI * 2)]
+ [TestCase(-7.5f, 2.25f, Math.PI * 1.5)]
+ [TestCase(0.001f, 0.001f, Math.PI / 6)]
+ [TestCase(1000, 1000, Math.PI / 3)]
+ // This Case fails. This is okay in my opinion because the size of the screen will probably never exceed 1000 pixels. (The current largest screen is 512x512),
+ // and if so, KSH can start using doubles.
+ // [TestCase(float.MaxValue / 1000, float.MaxValue / 1000, Math.PI / 8)]
+ public void RotationAroundAnchorMaintainsCorrectDistance(float x, float y, double radians)
+ {
+ Vector2 offset = new Vector2(x, y);
+ TextSprite sprite = Sprites.WithText("Test").Position(offset).Build();
+ sprite.Rotate(Angle.FromRadians(radians), new PointAnchor(0, 0));
+ Assert.That(sprite.Position.Value.Length(), Is.EqualTo(offset.Length()).Within(Precision));
+ }
+
+ [TestCase(0, 0, 5, 5)]
+ [TestCase(1, 1, 2, 2)]
+ [TestCase(-1, -1, 2, 2)]
+ [TestCase(10, 20, 0.5f, 0.5f)]
+ [TestCase(3, 4, -1, 1)]
+ [TestCase(3, 4, 1, -1)]
+ [TestCase(3, 4, -1, -1)]
+ [TestCase(100, 200, 10, 10)]
+ [TestCase(0.001f, 0.001f, 1000, 1000)]
+ [TestCase(50, -25, 1.5f, 2.5f)]
+ [TestCase(-50, 25, 1.5f, -2.5f)]
+ [TestCase(5, 10, 0, 1)]
+ [TestCase(5, 10, 1, 0)]
+ [TestCase(5, 10, 0, 0)]
+ [TestCase(float.MaxValue / 1000, float.MaxValue / 1000, 0.5f, 0.5f)]
+ public void ScalingPositionsCorrectly(float x, float y, float scaleX, float scaleY)
+ {
+ TextSprite sprite = Sprites.WithText("Test").Position(x,y).Build();
+ sprite.Scale(new Vector2(scaleX, scaleY), new PointAnchor(0, 0));
+ Assert.That(sprite.GetPosition().X, Is.EqualTo(x * scaleX).Within(Precision));
+ Assert.That(sprite.GetPosition().Y, Is.EqualTo(y * scaleY).Within(Precision));
+ }
+
+ [Test]
+ public void ClonesCantPropagateChanges()
+ {
+ TextSprite sprite1 = Sprites.WithText("Test").Build();
+ Sprite sprite2 = sprite1.Clone();
+ Assert.That(sprite1, Is.Not.EqualTo(sprite2));
+ }
+
+ [Test]
+ public void RenderableDoesNotPropagateChanges()
+ {
+ var sprite = Sprites.WithText("Wow").Build();
+ var mySprite = sprite.AsDrawableCollection()[0];
+ mySprite.Alignment = TextAlignment.RIGHT;
+ mySprite.Color = Color.Red;
+ mySprite.Data = "Circle";
+ mySprite.RotationOrScale = 99f;
+ var newDrawable = sprite.AsDrawableCollection()[0];
+ Assert.That(newDrawable, Is.Not.EqualTo(mySprite));
+ }
+ }
+}
\ No newline at end of file
diff --git a/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextureSpriteTest.cs b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextureSpriteTest.cs
new file mode 100644
index 0000000..ce75959
--- /dev/null
+++ b/libraries/Lelebees.MdkScriptMixin.SpriteCompositor/SpriteCompositor.Test/src/sprite/atoms/TextureSpriteTest.cs
@@ -0,0 +1,124 @@
+using System;
+using System.Linq;
+using IngameScript;
+using NUnit.Framework;
+using VRage.Game.GUI.TextPanel;
+using VRageMath;
+
+namespace SpriteCompositor.Test.sprite.atoms
+{
+ [TestFixture]
+ public class TextureSpriteTest
+ {
+ private const double Precision = 0.001;
+
+ [TestCase(0.5 * Math.PI)]
+ [TestCase(Math.PI)]
+ [TestCase(0.25 * Math.PI)]
+ [TestCase(0.75 * Math.PI)]
+ [TestCase(1.2 * Math.PI)]
+ [TestCase(0.23 * Math.PI)]
+ [TestCase(1.93 * Math.PI)]
+ [TestCase(43 * Math.PI)]
+ [TestCase(0)]
+ [TestCase(-1 * Math.PI)]
+ [TestCase(-1)]
+ [TestCase(1)]
+ [TestCase(1, 69, 420)]
+ [TestCase(0.25 * Math.PI, 0.75 * Math.PI)]
+ public void ArbitraryRotationsSetCorrectRotation(params double[] radians)
+ {
+ Angle[] angles = radians.Select(Angle.FromRadians).ToArray();
+ TextureSprite sprite = Sprites.WithTexture(Textures.SquareSimple).Build();
+ foreach (var angle in angles)
+ {
+ sprite.Rotate(angle);
+ }
+
+ // Note here (and this is not obvious) that unlike the angle struct, a sprite's rotation value can grow indefinitely
+ // This means that values above and below 2 * Math.PI are possible. The test keeps this in mind.
+ var totalAngle = angles.Sum(angle => angle.Radians);
+ Assert.That(sprite.Rotation, Is.EqualTo(totalAngle).Within(Precision));
+ }
+
+ [TestCase(1, 1)]
+ [TestCase(0, 0)]
+ [TestCase(-1, 1)]
+ [TestCase(1, -1)]
+ [TestCase(-1, -1)]
+ public void CanTranslate(float x, float y)
+ {
+ Vector2 translation = new Vector2(x, y);
+ TextureSprite sprite = Sprites.WithTexture(Textures.SquareSimple).Build();
+ sprite.Translate(translation);
+ Assert.That(sprite.GetPosition(), Is.EqualTo(translation));
+ }
+
+ [TestCase(0,0,Math.PI)]
+ [TestCase(1, 1, 0)]
+ [TestCase(1, 1, Math.PI)]
+ [TestCase(1, 1, Math.PI / 2)]
+ [TestCase(1, 1, -Math.PI / 2)]
+ [TestCase(5, 0, Math.PI)]
+ [TestCase(0, 5, Math.PI / 2)]
+ [TestCase(-3, 4, Math.PI / 4)]
+ [TestCase(10, -10, Math.PI * 2)]
+ [TestCase(-7.5f, 2.25f, Math.PI * 1.5)]
+ [TestCase(0.001f, 0.001f, Math.PI / 6)]
+ [TestCase(1000, 1000, Math.PI / 3)]
+ // This Case fails. This is okay in my opinion because the size of the screen will probably never exceed 1000 pixels. (The current largest screen is 512x512),
+ // and if so, KSH can start using doubles.
+ // [TestCase(float.MaxValue / 1000, float.MaxValue / 1000, Math.PI / 8)]
+ public void RotationAroundAnchorMaintainsCorrectDistance(float x, float y, double radians)
+ {
+ Vector2 offset = new Vector2(x, y);
+ TextureSprite sprite = Sprites.WithTexture(Textures.SquareSimple).Position(offset).Build();
+ sprite.Rotate(Angle.FromRadians(radians), new PointAnchor(0, 0));
+ Assert.That(sprite.Position.Value.Length(), Is.EqualTo(offset.Length()).Within(Precision));
+ }
+
+ [TestCase(0, 0, 5, 5)]
+ [TestCase(1, 1, 2, 2)]
+ [TestCase(-1, -1, 2, 2)]
+ [TestCase(10, 20, 0.5f, 0.5f)]
+ [TestCase(3, 4, -1, 1)]
+ [TestCase(3, 4, 1, -1)]
+ [TestCase(3, 4, -1, -1)]
+ [TestCase(100, 200, 10, 10)]
+ [TestCase(0.001f, 0.001f, 1000, 1000)]
+ [TestCase(50, -25, 1.5f, 2.5f)]
+ [TestCase(-50, 25, 1.5f, -2.5f)]
+ [TestCase(5, 10, 0, 1)]
+ [TestCase(5, 10, 1, 0)]
+ [TestCase(5, 10, 0, 0)]
+ [TestCase(float.MaxValue / 1000, float.MaxValue / 1000, 0.5f, 0.5f)]
+ public void ScalingPositionsCorrectly(float x, float y, float scaleX, float scaleY)
+ {
+ TextureSprite sprite = Sprites.WithTexture(Textures.SquareSimple).Position(x,y).Build();
+ sprite.Scale(new Vector2(scaleX, scaleY), new PointAnchor(0, 0));
+ Assert.That(sprite.GetPosition().X, Is.EqualTo(x * scaleX).Within(Precision));
+ Assert.That(sprite.GetPosition().Y, Is.EqualTo(y * scaleY).Within(Precision));
+ }
+
+ [Test]
+ public void ClonesCantPropagateChanges()
+ {
+ TextureSprite sprite1 = Sprites.WithTexture(Textures.SquareSimple).Build();
+ Sprite sprite2 = sprite1.Clone();
+ Assert.That(sprite1, Is.Not.EqualTo(sprite2));
+ }
+
+ [Test]
+ public void RenderableDoesNotPropagateChanges()
+ {
+ var sprite = Sprites.WithTexture("SquareSimple").Build();
+ var mySprite = sprite.AsDrawableCollection()[0];
+ mySprite.Alignment = TextAlignment.RIGHT;
+ mySprite.Color = Color.Red;
+ mySprite.Data = "Circle";
+ mySprite.RotationOrScale = 99f;
+ var newDrawable = sprite.AsDrawableCollection()[0];
+ Assert.That(newDrawable, Is.Not.EqualTo(mySprite));
+ }
+ }
+}
\ No newline at end of file