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https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 04:53:29 +01:00
added the ability for nine patch regions to have their patches scaled
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a4eede5fe5
commit
8af040787c
5 changed files with 29 additions and 23 deletions
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@ -29,7 +29,7 @@ namespace MLEM.Ui.Elements {
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tex = this.HoveredTexture;
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color = this.HoveredColor * alpha;
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}
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batch.Draw(tex, this.DisplayArea, color);
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batch.Draw(tex, this.DisplayArea, color, this.Scale);
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base.Draw(time, batch, alpha);
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}
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@ -16,7 +16,7 @@ namespace MLEM.Ui.Elements {
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha) {
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha);
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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base.Draw(time, batch, alpha);
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}
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@ -75,7 +75,7 @@ namespace MLEM.Ui.Elements {
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tex = this.HoveredTexture;
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color = this.HoveredColor * alpha;
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}
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batch.Draw(tex, this.DisplayArea, color);
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batch.Draw(tex, this.DisplayArea, color, this.Scale);
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var caret = this.IsSelected && this.caretBlinkTimer >= 0.5F ? "|" : "";
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var text = this.Text.ToString(this.textStartIndex, this.Text.Length - this.textStartIndex) + caret;
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this.font.DrawCenteredString(batch, text, this.DisplayArea.Location.ToVector2() + new Vector2(this.TextOffsetX, this.DisplayArea.Height / 2), this.TextScale * this.Scale, Color.White * alpha, false, true);
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@ -2,6 +2,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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namespace MLEM.Textures {
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public class NinePatch {
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@ -33,31 +34,36 @@ namespace MLEM.Textures {
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public NinePatch(TextureRegion texture, int padding) : this(texture, padding, padding, padding, padding) {
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}
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public IEnumerable<Rectangle> CreateRectangles(Rectangle area) {
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var centerW = area.Width - this.PaddingLeft - this.PaddingRight;
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var centerH = area.Height - this.PaddingTop - this.PaddingBottom;
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var leftX = area.X + this.PaddingLeft;
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var rightX = area.X + area.Width - this.PaddingRight;
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var topY = area.Y + this.PaddingTop;
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var bottomY = area.Y + area.Height - this.PaddingBottom;
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public IEnumerable<Rectangle> CreateRectangles(Rectangle area, float patchScale = 1) {
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var pl = (int) (this.PaddingLeft * patchScale);
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var pr = (int) (this.PaddingRight * patchScale);
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var pt = (int) (this.PaddingTop * patchScale);
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var pb = (int) (this.PaddingBottom * patchScale);
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yield return new Rectangle(area.X, area.Y, this.PaddingLeft, this.PaddingTop);
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yield return new Rectangle(leftX, area.Y, centerW, this.PaddingTop);
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yield return new Rectangle(rightX, area.Y, this.PaddingRight, this.PaddingTop);
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yield return new Rectangle(area.X, topY, this.PaddingLeft, centerH);
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var centerW = area.Width - pl - pr;
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var centerH = area.Height - pt - pb;
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var leftX = area.X + pl;
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var rightX = area.X + area.Width - pr;
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var topY = area.Y + pt;
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var bottomY = area.Y + area.Height - pb;
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yield return new Rectangle(area.X, area.Y, pl, pt);
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yield return new Rectangle(leftX, area.Y, centerW, pt);
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yield return new Rectangle(rightX, area.Y, pr, pt);
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yield return new Rectangle(area.X, topY, pl, centerH);
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yield return new Rectangle(leftX, topY, centerW, centerH);
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yield return new Rectangle(rightX, topY, this.PaddingRight, centerH);
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yield return new Rectangle(area.X, bottomY, this.PaddingLeft, this.PaddingBottom);
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yield return new Rectangle(leftX, bottomY, centerW, this.PaddingBottom);
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yield return new Rectangle(rightX, bottomY, this.PaddingRight, this.PaddingBottom);
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yield return new Rectangle(rightX, topY, pr, centerH);
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yield return new Rectangle(area.X, bottomY, pl, pb);
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yield return new Rectangle(leftX, bottomY, centerW, pb);
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yield return new Rectangle(rightX, bottomY, pr, pb);
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}
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}
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public static class NinePatchExtensions {
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public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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var dest = texture.CreateRectangles(destinationRectangle);
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public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
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var dest = texture.CreateRectangles(destinationRectangle, patchScale);
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var count = 0;
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foreach (var rect in dest) {
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if (!rect.IsEmpty)
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@ -66,8 +72,8 @@ namespace MLEM.Textures {
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}
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}
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public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color) {
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batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0);
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public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color, float patchScale = 1) {
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batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0, patchScale);
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}
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}
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@ -41,7 +41,7 @@ namespace Tests {
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this.UiSystem.Style = style;
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this.UiSystem.GlobalScale = 5;
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var root = new Panel(Anchor.BottomLeft, new Vector2(100, 120), Point.Zero, true);
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var root = new Panel(Anchor.Center, new Vector2(100, 120), Point.Zero, true);
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this.UiSystem.Add("Test", root);
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a test text that is hopefully long enough to cover at least a few lines, otherwise it would be very sad."));
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