mirror of
https://github.com/raysan5/raylib.git
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Merge pull request #616 from overdev/master
[Feature Request] 9-patch drawing function
This commit is contained in:
17
src/raylib.h
17
src/raylib.h
@@ -412,6 +412,15 @@ typedef struct RenderTexture2D {
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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typedef struct NPatchInfo {
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Rectangle sourceRec; // Region in the texture
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int left; // left border offset
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int top; // top border offset
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int right; // right border offset
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int bottom; // bottom border offset
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int type; // layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// Font character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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@@ -729,6 +738,13 @@ typedef enum {
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HMD_SONY_PSVR
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} VrDeviceType;
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// Type of n-patch
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typedef enum {
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NPT_9PATCH = 0, // 3x3
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NPT_3PATCH_VERTICAL, // 1x3
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NPT_3PATCH_HORIZONTAL // 3x1
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} NPatchType;
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// Callbacks to be implemented by users
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typedef void (*TraceLogCallback)(int msgType, const char *text, va_list args);
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@@ -999,6 +1015,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely.
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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196
src/textures.c
196
src/textures.c
@@ -2331,6 +2331,202 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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}
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}
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (texture.id > 0)
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{
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float width = (float)texture.width;
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float height = (float)texture.height;
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float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
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float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
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if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
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if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
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bool drawCenter = true;
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bool drawMiddle = true;
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float leftBorder = (float)nPatchInfo.left;
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float topBorder = (float)nPatchInfo.top;
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float rightBorder = (float)nPatchInfo.right;
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float bottomBorder = (float)nPatchInfo.bottom;
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// adjust the lateral (left and right) border widths in case patchWidth < texture.width
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if (patchWidth <= (leftBorder + rightBorder) && nPatchInfo.type != NPT_3PATCH_VERTICAL)
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{
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drawCenter = false;
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leftBorder = (leftBorder / (leftBorder + rightBorder)) * patchWidth;
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rightBorder = patchWidth - leftBorder;
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}
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// adjust the lateral (top and bottom) border heights in case patchHeight < texture.height
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if (patchHeight <= (topBorder + bottomBorder) && nPatchInfo.type != NPT_3PATCH_HORIZONTAL)
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{
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drawMiddle = false;
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topBorder = (topBorder / (topBorder + bottomBorder)) * patchHeight;
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bottomBorder = patchHeight - topBorder;
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}
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Vector2 vertA, vertB, vertC, vertD;
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vertA.x = 0.0f; // outer left
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vertA.y = 0.0f; // outer top
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vertB.x = leftBorder; // inner left
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vertB.y = topBorder; // inner top
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vertC.x = patchWidth - rightBorder; // inner right
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vertC.y = patchHeight - bottomBorder; // inner bottom
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vertD.x = patchWidth; // outer right
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vertD.y = patchHeight; // outer bottom
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Vector2 coordA, coordB, coordC, coordD;
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coordA.x = nPatchInfo.sourceRec.x / width;
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coordA.y = nPatchInfo.sourceRec.y / height;
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coordB.x = (nPatchInfo.sourceRec.x + leftBorder) / width;
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coordB.y = (nPatchInfo.sourceRec.y + topBorder) / height;
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coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder) / width;
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coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder) / height;
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coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width) / width;
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coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height) / height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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if (nPatchInfo.type == NPT_9PATCH)
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{
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// ------------------------------------------------------------
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// TOP-LEFT QUAD
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// TOP-CENTER QUAD
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
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}
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// TOP-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
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if (drawMiddle)
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{
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// ------------------------------------------------------------
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// MIDDLE-LEFT QUAD
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// MIDDLE-CENTER QUAD
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-left corner for texture and quad
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}
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// MIDDLE-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-left corner for texture and quad
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}
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// ------------------------------------------------------------
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// BOTTOM-LEFT QUAD
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// BOTTOM-CENTER QUAD
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-left corner for texture and quad
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}
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// BOTTOM-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-left corner for texture and quad
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}
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else if (nPatchInfo.type == NPT_3PATCH_VERTICAL)
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{
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// TOP QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// MIDDLE QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
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}
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// BOTTOM QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
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}
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else if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL)
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{
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// LEFT QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// CENTER QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
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}
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// RIGHT QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
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}
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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}
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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