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MLEM/MLEM/Textures/NinePatch.cs

192 lines
12 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
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 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 {
/// <summary>
/// The texture region of this nine patch
/// </summary>
public readonly TextureRegion Region;
/// <summary>
/// The padding in each direction that marks where the outline area stops, in pixels
/// </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;
/// <summary>
/// Creates a new nine patch from a texture and a padding
/// </summary>
/// <param name="texture">The texture to use</param>
/// <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>
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
/// <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>
public NinePatch(TextureRegion texture, Padding padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) {
this.Region = texture;
this.Padding = paddingPercent ? padding * texture.Size.ToVector2() : padding;
this.Mode = mode;
this.SourceRectangles = new Rectangle[9];
for (var i = 0; i < this.SourceRectangles.Length; i++)
this.SourceRectangles[i] = (Rectangle) this.GetRectangleForIndex((RectangleF) this.Region.Area, i);
}
/// <summary>
/// Creates a new nine patch from a texture and a padding
/// </summary>
/// <param name="texture">The texture to use</param>
/// <param name="paddingLeft">The padding on the left edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
/// <param name="paddingRight">The padding on the right edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
/// <param name="paddingTop">The padding on the top edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
/// <param name="paddingBottom">The padding on the bottom edge in pixels, or as a percentage if <paramref name="paddingPercent"/> is <see langword="true"/></param>
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
/// <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>
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) {}
/// <inheritdoc cref="NinePatch(TextureRegion, float, float, float, float, NinePatchMode, bool)"/>
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) {}
/// <summary>
/// Creates a new nine patch from a texture and a uniform padding
/// </summary>
/// <param name="texture">The texture to use</param>
/// <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>
/// <param name="mode">The mode to use for drawing this nine patch, defaults to <see cref="NinePatchMode.Stretch"/></param>
/// <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>
public NinePatch(Texture2D texture, float padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(new TextureRegion(texture), padding, mode, paddingPercent) {}
/// <inheritdoc cref="NinePatch(TextureRegion, float, NinePatchMode, bool)"/>
public NinePatch(TextureRegion texture, float padding, NinePatchMode mode = NinePatchMode.Stretch, bool paddingPercent = false) : this(texture, padding, padding, padding, padding, mode, paddingPercent) {}
internal RectangleF GetRectangleForIndex(RectangleF area, int index, float patchScale = 1) {
var pl = this.Padding.Left * patchScale;
var pr = this.Padding.Right * patchScale;
var pt = this.Padding.Top * patchScale;
var pb = this.Padding.Bottom * patchScale;
var centerW = area.Width - pl - pr;
var centerH = area.Height - pt - pb;
var leftX = area.X + pl;
var rightX = area.X + area.Width - pr;
var topY = area.Y + pt;
var bottomY = area.Y + area.Height - pb;
switch (index) {
case 0:
return new RectangleF(area.X, area.Y, pl, pt);
case 1:
return new RectangleF(leftX, area.Y, centerW, pt);
case 2:
return new RectangleF(rightX, area.Y, pr, pt);
case 3:
return new RectangleF(area.X, topY, pl, centerH);
case 4:
return new RectangleF(leftX, topY, centerW, centerH);
case 5:
return new RectangleF(rightX, topY, pr, centerH);
case 6:
return new RectangleF(area.X, bottomY, pl, pb);
case 7:
return new RectangleF(leftX, bottomY, centerW, pb);
case 8:
return new RectangleF(rightX, bottomY, pr, pb);
default:
throw new ArgumentOutOfRangeException(nameof(index));
}
}
}
/// <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>
/// A set of extensions that allow for <see cref="NinePatch"/> rendering
/// </summary>
public static class NinePatchExtensions {
/// <summary>
/// Draws a nine patch area using the given sprite batch
/// </summary>
/// <param name="batch">The batch to draw with</param>
/// <param name="texture">The nine patch to draw</param>
/// <param name="destinationRectangle">The area that should be covered by this nine patch</param>
/// <param name="color">The color to use</param>
/// <param name="rotation">The rotation</param>
/// <param name="origin">The origin position</param>
/// <param name="effects">The effects that the sprite should have</param>
/// <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) {
for (var i = 0; i < texture.SourceRectangles.Length; i++) {
var rect = texture.GetRectangleForIndex(destinationRectangle, i, patchScale);
if (!rect.IsEmpty) {
var src = texture.SourceRectangles[i];
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;
if (width > 0 && height > 0) {
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));
var srcSize = (size / patchScale).CeilCopy().ToPoint();
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);
}
}
}
break;
}
}
}
}
/// <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)"/>
public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth, float patchScale = 1) {
batch.Draw(texture, (RectangleF) destinationRectangle, color, rotation, origin, effects, layerDepth, patchScale);
}
/// <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)"/>
public static void Draw(this SpriteBatch batch, NinePatch texture, RectangleF destinationRectangle, Color color, float patchScale = 1) {
batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0, patchScale);
}
/// <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)"/>
public static void Draw(this SpriteBatch batch, NinePatch texture, Rectangle destinationRectangle, Color color, float patchScale = 1) {
batch.Draw(texture, destinationRectangle, color, 0, Vector2.Zero, SpriteEffects.None, 0, patchScale);
}
}
}