mirror of
https://github.com/Ellpeck/MLEM.git
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192 lines
12 KiB
C#
192 lines
12 KiB
C#
using System;
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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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using MLEM.Misc;
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namespace MLEM.Textures {
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/// <summary>
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/// This class represents a texture with nine areas.
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/// 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.
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/// The nine patch can then be drawn using <see cref="NinePatchExtensions"/>.
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/// </summary>
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public class NinePatch : GenericDataHolder {
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/// <summary>
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/// The texture region of this nine patch
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/// </summary>
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public readonly TextureRegion Region;
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/// <summary>
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/// The padding in each direction that marks where the outline area stops, in pixels
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/// </summary>
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public readonly Padding Padding;
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/// <summary>
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/// The <see cref="NinePatchMode"/> that this nine patch should use for drawing
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/// </summary>
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public readonly NinePatchMode Mode;
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/// <summary>
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/// The nine patches that result from the <see cref="Padding"/>
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/// </summary>
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public readonly Rectangle[] SourceRectangles;
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/// <summary>
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/// Creates a new nine patch from a texture and a padding
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/// </summary>
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/// <param name="texture">The texture to use</param>
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/// <param name="padding">The padding that marks where the outline area stops in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
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/// <param name="paddingPercent">Whether the padding should represent a percentage of the underlying <paramref name="texture"/>'s size, rather than an absolute pixel amount</param>
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public NinePatch(TextureRegion texture, Padding padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) {
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this.Region = texture;
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this.Padding = paddingPercent ? padding * texture.Size.ToVector2() : padding;
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this.Mode = mode;
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this.SourceRectangles = new Rectangle[9];
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for (var i = 0; i < this.SourceRectangles.Length; i++)
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this.SourceRectangles[i] = (Rectangle) this.GetRectangleForIndex((RectangleF) this.Region.Area, i);
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}
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/// <summary>
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/// Creates a new nine patch from a texture and a padding
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/// </summary>
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/// <param name="texture">The texture to use</param>
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/// <param name="paddingLeft">The padding on the left edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="paddingRight">The padding on the right edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="paddingTop">The padding on the top edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="paddingBottom">The padding on the bottom edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
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/// <param name="paddingPercent">Whether the padding should represent a percentage of the underlying <paramref name="texture"/>'s size, rather than an absolute pixel amount</param>
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public NinePatch(TextureRegion texture, float paddingLeft, float paddingRight, float paddingTop, float paddingBottom, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(texture, new Padding(paddingLeft, paddingRight, paddingTop, paddingBottom), mode, paddingPercent) {}
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/// <inheritdoc cref="NinePatch(TextureRegion, float, float, float, float, NinePatchMode, bool)"/>
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public NinePatch(Texture2D texture, float paddingLeft, float paddingRight, float paddingTop, float paddingBottom, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(new TextureRegion(texture), paddingLeft, paddingRight, paddingTop, paddingBottom, mode, paddingPercent) {}
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/// <summary>
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/// Creates a new nine patch from a texture and a uniform padding
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/// </summary>
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/// <param name="texture">The texture to use</param>
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/// <param name="padding">The padding that each edge should have in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
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/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
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/// <param name="paddingPercent">Whether the padding should represent a percentage of the underlying <paramref name="texture"/>'s size, rather than an absolute pixel amount</param>
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public NinePatch(Texture2D texture, float padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(new TextureRegion(texture), padding, mode, paddingPercent) {}
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/// <inheritdoc cref="NinePatch(TextureRegion, float, NinePatchMode, bool)"/>
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public NinePatch(TextureRegion texture, float padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(texture, padding, padding, padding, padding, mode, paddingPercent) {}
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internal RectangleF GetRectangleForIndex(RectangleF area, int index, float patchScale = 1) {
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var pl = this.Padding.Left * patchScale;
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var pr = this.Padding.Right * patchScale;
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var pt = this.Padding.Top * patchScale;
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var pb = this.Padding.Bottom * patchScale;
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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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switch (index) {
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case 0:
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return new RectangleF(area.X, area.Y, pl, pt);
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case 1:
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return new RectangleF(leftX, area.Y, centerW, pt);
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case 2:
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return new RectangleF(rightX, area.Y, pr, pt);
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case 3:
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return new RectangleF(area.X, topY, pl, centerH);
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case 4:
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return new RectangleF(leftX, topY, centerW, centerH);
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case 5:
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return new RectangleF(rightX, topY, pr, centerH);
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case 6:
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return new RectangleF(area.X, bottomY, pl, pb);
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case 7:
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return new RectangleF(leftX, bottomY, centerW, pb);
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case 8:
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return new RectangleF(rightX, bottomY, pr, pb);
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default:
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throw new ArgumentOutOfRangeException(nameof(index));
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}
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}
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}
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/// <summary>
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/// An enumeration that represents the modes that a <see cref="NinePatch"/> uses to be drawn
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/// </summary>
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public enum NinePatchMode {
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/// <summary>
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/// The nine resulting patches will each be stretched.
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/// This mode is fitting for textures that don't have an intricate design on their edges.
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/// </summary>
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Stretch,
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/// <summary>
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/// The nine resulting paches will be tiled, repeating the texture multiple times.
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/// This mode is fitting for textures that have a more complex design on their edges.
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/// </summary>
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Tile
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}
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/// <summary>
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/// A set of extensions that allow for <see cref="NinePatch"/> rendering
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/// </summary>
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public static class NinePatchExtensions {
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/// <summary>
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/// Draws a nine patch area using the given sprite batch
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/// </summary>
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/// <param name="batch">The batch to draw with</param>
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/// <param name="texture">The nine patch to draw</param>
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/// <param name="destinationRectangle">The area that should be covered by this nine patch</param>
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/// <param name="color">The color to use</param>
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/// <param name="rotation">The rotation</param>
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/// <param name="origin">The origin position</param>
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/// <param name="effects">The effects that the sprite should have</param>
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/// <param name="layerDepth">The depth</param>
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/// <param name="patchScale">The scale of each area of the nine patch</param>
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public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
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for (var i = 0; i < texture.SourceRectangles.Length; i++) {
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var rect = texture.GetRectangleForIndex(destinationRectangle, i, patchScale);
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if (!rect.IsEmpty) {
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var src = texture.SourceRectangles[i];
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switch (texture.Mode) {
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case NinePatchMode.Stretch:
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batch.Draw(texture.Region.Texture, rect, src, color, rotation, origin, effects, layerDepth);
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break;
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case NinePatchMode.Tile:
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var width = src.Width * patchScale;
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var height = src.Height * patchScale;
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if (width > 0 && height > 0) {
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for (var x = 0F; x < rect.Width; x += width) {
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for (var y = 0F; y < rect.Height; y += height) {
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var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
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var srcSize = (size / patchScale).CeilCopy().ToPoint();
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batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
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}
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}
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}
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break;
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}
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}
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}
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}
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/// <inheritdoc cref="Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Textures.NinePatch,MLEM.Misc.RectangleF,Microsoft.Xna.Framework.Color,float,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,float,float)"/>
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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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batch.Draw(texture, (RectangleF) destinationRectangle, color, rotation, origin, effects, layerDepth, patchScale);
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}
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/// <inheritdoc cref="Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Textures.NinePatch,MLEM.Misc.RectangleF,Microsoft.Xna.Framework.Color,float,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,float,float)"/>
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public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF 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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/// <inheritdoc cref="Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Textures.NinePatch,MLEM.Misc.RectangleF,Microsoft.Xna.Framework.Color,float,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,float,float)"/>
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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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}
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