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allow nine patches to be drawn tiled rather than stretched

This commit is contained in:
Ell 2021-02-19 21:24:08 +01:00
parent eb3194a0c1
commit 6900da9858

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@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
@ -8,7 +9,8 @@ using MLEM.Misc;
namespace MLEM.Textures {
/// <summary>
/// This class represents a texture with nine areas.
/// A nine patch texture is useful if a big area should be covered by a small texture that has a specific outline, like a gui panel texture. The center of the texture will be stretched, while the outline of the texture will remain at its original size, keeping aspect ratios alive.
/// A nine patch texture is useful if a big area should be covered by a small texture that has a specific outline, like a gui panel texture. The center of the texture will be stretched or tiled, while the outline of the texture will remain at its original size, keeping aspect ratios alive.
/// The nine patch can then be drawn using <see cref="NinePatchExtensions"/>.
/// </summary>
public class NinePatch : GenericDataHolder {
@ -21,6 +23,10 @@ namespace MLEM.Textures {
/// </summary>
public readonly Padding Padding;
/// <summary>
/// The <see cref="NinePatchMode"/> that this nine patch should use for drawing
/// </summary>
public readonly NinePatchMode Mode;
/// <summary>
/// The nine patches that result from the <see cref="Padding"/>
/// </summary>
public readonly Rectangle[] SourceRectangles;
@ -30,9 +36,11 @@ namespace MLEM.Textures {
/// </summary>
/// <param name="texture">The texture to use</param>
/// <param name="padding">The padding that marks where the outline area stops</param>
public NinePatch(TextureRegion texture, Padding padding) {
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
public NinePatch(TextureRegion texture, Padding padding, NinePatchMode mode = NinePatchMode.Stretch) {
this.Region = texture;
this.Padding = padding;
this.Mode = mode;
this.SourceRectangles = this.CreateRectangles(this.Region.Area).ToArray();
}
@ -44,13 +52,14 @@ namespace MLEM.Textures {
/// <param name="paddingRight">The padding on the right edge</param>
/// <param name="paddingTop">The padding on the top edge</param>
/// <param name="paddingBottom">The padding on the bottom edge</param>
public NinePatch(TextureRegion texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom) :
this(texture, new Padding(paddingLeft, paddingRight, paddingTop, paddingBottom)) {
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
public NinePatch(TextureRegion texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) :
this(texture, new Padding(paddingLeft, paddingRight, paddingTop, paddingBottom), mode) {
}
/// <inheritdoc cref="NinePatch(TextureRegion, int, int, int, int)"/>
public NinePatch(Texture2D texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom) :
this(new TextureRegion(texture), paddingLeft, paddingRight, paddingTop, paddingBottom) {
/// <inheritdoc cref="NinePatch(TextureRegion, int, int, int, int, NinePatchMode)"/>
public NinePatch(Texture2D texture, int paddingLeft, int paddingRight, int paddingTop, int paddingBottom, NinePatchMode mode = NinePatchMode.Stretch) :
this(new TextureRegion(texture), paddingLeft, paddingRight, paddingTop, paddingBottom, mode) {
}
/// <summary>
@ -58,15 +67,14 @@ namespace MLEM.Textures {
/// </summary>
/// <param name="texture">The texture to use</param>
/// <param name="padding">The padding that each edge should have</param>
public NinePatch(Texture2D texture, int padding) : this(new TextureRegion(texture), padding) {
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
public NinePatch(Texture2D texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) :
this(new TextureRegion(texture), padding, mode) {
}
/// <inheritdoc cref="NinePatch(TextureRegion, int)"/>
public NinePatch(TextureRegion texture, int padding) : this(texture, padding, padding, padding, padding) {
}
private IEnumerable<Rectangle> CreateRectangles(Rectangle area, float patchScale = 1) {
return this.CreateRectangles((RectangleF) area, patchScale).Select(r => (Rectangle) r);
/// <inheritdoc cref="NinePatch(TextureRegion, int, NinePatchMode)"/>
public NinePatch(TextureRegion texture, int padding, NinePatchMode mode = NinePatchMode.Stretch) :
this(texture, padding, padding, padding, padding, mode) {
}
internal IEnumerable<RectangleF> CreateRectangles(RectangleF area, float patchScale = 1) {
@ -93,6 +101,28 @@ namespace MLEM.Textures {
yield return new RectangleF(rightX, bottomY, pr, pb);
}
private IEnumerable<Rectangle> CreateRectangles(Rectangle area, float patchScale = 1) {
return this.CreateRectangles((RectangleF) area, patchScale).Select(r => (Rectangle) r);
}
}
/// <summary>
/// An enumeration that represents the modes that a <see cref="NinePatch"/> uses to be drawn
/// </summary>
public enum NinePatchMode {
/// <summary>
/// The nine resulting patches will each be stretched.
/// This mode is fitting for textures that don't have an intricate design on their edges.
/// </summary>
Stretch,
/// <summary>
/// The nine resulting paches will be tiled, repeating the texture multiple times.
/// This mode is fitting for textures that have a more complex design on their edges.
/// </summary>
Tile
}
/// <summary>
@ -113,11 +143,27 @@ namespace MLEM.Textures {
/// <param name="layerDepth">The depth</param>
/// <param name="patchScale">The scale of each area of the nine patch</param>
public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
var dest = texture.CreateRectangles(destinationRectangle, patchScale);
var destinations = texture.CreateRectangles(destinationRectangle, patchScale);
var count = 0;
foreach (var rect in dest) {
if (!rect.IsEmpty)
batch.Draw(texture.Region.Texture, rect, texture.SourceRectangles[count], color, rotation, origin, effects, layerDepth);
foreach (var rect in destinations) {
if (!rect.IsEmpty) {
var src = texture.SourceRectangles[count];
switch (texture.Mode) {
case NinePatchMode.Stretch:
batch.Draw(texture.Region.Texture, rect, src, color, rotation, origin, effects, layerDepth);
break;
case NinePatchMode.Tile:
var width = src.Width * patchScale;
var height = src.Height * patchScale;
for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) {
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.Location, (size / patchScale).ToPoint()), color, rotation, origin, effects, layerDepth);
}
}
break;
}
}
count++;
}
}