Merge pull request #616 from overdev/master

[Feature Request] 9-patch drawing function
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Ray 2018-08-09 22:42:05 +02:00 committed by GitHub
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/*******************************************************************************************
*
* raylib [textures] example - 9-patch drawing
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - 9-patch drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
Vector2 mousePosition;
Vector2 origin = {0.0f, 0.0f};
// The location and size of the n-patches.
Rectangle dstRec1 = {480.0f, 160.0f, 32.0f, 32.0f};
Rectangle dstRec2 = {160.0f, 160.0f, 32.0f, 32.0f};
Rectangle dstRecH = {160.0f, 93.0f, 32.0f, 32.0f}; // this rec's height is ignored
Rectangle dstRecV = {92.0f, 160.0f, 32.0f, 32.0f}; // this rec's width is ignored
// A 9-patch (NPT_9PATCH) changes its sizes in both axis
NPatchInfo ninePatchInfo1 = {(Rectangle){0.0f, 0.0f, 64.0f, 64.0f}, 12, 40, 12, 12, NPT_9PATCH };
NPatchInfo ninePatchInfo2 = {(Rectangle){0.0f, 128.0f, 64.0f, 64.0f}, 16, 16, 16, 16, NPT_9PATCH };
// A horizontal 3-patch (NPT_3PATCH_HORIZONTAL) changes its sizes along the x axis only
NPatchInfo h3PatchInfo = {(Rectangle){0.0f, 64.0f, 64.0f, 64.0f}, 8, 8, 8, 8, NPT_3PATCH_HORIZONTAL };
// A vertical 3-patch (NPT_3PATCH_VERTICAL) changes its sizes along the y axis only
NPatchInfo v3PatchInfo = {(Rectangle){0.0f, 192.0f, 64.0f, 64.0f}, 6, 6, 6, 6, NPT_3PATCH_VERTICAL };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
mousePosition = GetMousePosition();
// resize the n-patches based on mouse position.
dstRec1.width = mousePosition.x - dstRec1.x;
dstRec1.height = mousePosition.y - dstRec1.y;
dstRec2.width = mousePosition.x - dstRec2.x;
dstRec2.height = mousePosition.y - dstRec2.y;
dstRecH.width = mousePosition.x - dstRecH.x;
dstRecV.height = mousePosition.y - dstRecV.y;
// set a minimum width and/or height
if (dstRec1.width < 1.0f) dstRec1.width = 1.0f;
if (dstRec1.width > 300.0f) dstRec1.width = 300.0f;
if (dstRec1.height < 1.0f) dstRec1.height = 1.0f;
if (dstRec2.width < 1.0f) dstRec2.width = 1.0f;
if (dstRec2.width > 300.0f) dstRec2.width = 300.0f;
if (dstRec2.height < 1.0f) dstRec2.height = 1.0f;
if (dstRecH.width < 1.0f) dstRecH.width = 1.0f;
if (dstRecV.height < 1.0f) dstRecV.height = 1.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the n-patches
DrawTextureNPatch(nPatchTexture, ninePatchInfo2, dstRec2, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
// Draw the source texture
DrawRectangleLines( 5, 88, 74, 266, BLUE);
DrawTexture(nPatchTexture, 10, 93, WHITE);
DrawText("TEXTURE", 15, 360, 10, DARKGRAY);
DrawRectangle( 10, 10, 250, 73, Fade(SKYBLUE, 0.5));
DrawRectangleLines( 10, 10, 250, 73, BLUE);
DrawText("9-Patch and 3-Patch example", 20, 20, 10, BLACK);
DrawText(" Move the mouse to stretch or", 40, 40, 10, DARKGRAY);
DrawText(" shrink the n-patches.", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(nPatchTexture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -412,6 +412,15 @@ typedef struct RenderTexture2D {
// RenderTexture type, same as RenderTexture2D
typedef RenderTexture2D RenderTexture;
typedef struct NPatchInfo {
Rectangle sourceRec; // Region in the texture
int left; // left border offset
int top; // top border offset
int right; // right border offset
int bottom; // bottom border offset
int type; // layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo;
// Font character info
typedef struct CharInfo {
int value; // Character value (Unicode)
@ -729,6 +738,13 @@ typedef enum {
HMD_SONY_PSVR
} VrDeviceType;
// Type of n-patch
typedef enum {
NPT_9PATCH = 0, // 3x3
NPT_3PATCH_VERTICAL, // 1x3
NPT_3PATCH_HORIZONTAL // 3x1
} NPatchType;
// Callbacks to be implemented by users
typedef void (*TraceLogCallback)(int msgType, const char *text, va_list args);
@ -999,6 +1015,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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
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.
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)

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@ -2331,6 +2331,202 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
}
}
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
if (texture.id > 0)
{
float width = (float)texture.width;
float height = (float)texture.height;
float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
bool drawCenter = true;
bool drawMiddle = true;
float leftBorder = (float)nPatchInfo.left;
float topBorder = (float)nPatchInfo.top;
float rightBorder = (float)nPatchInfo.right;
float bottomBorder = (float)nPatchInfo.bottom;
// adjust the lateral (left and right) border widths in case patchWidth < texture.width
if (patchWidth <= (leftBorder + rightBorder) && nPatchInfo.type != NPT_3PATCH_VERTICAL)
{
drawCenter = false;
leftBorder = (leftBorder / (leftBorder + rightBorder)) * patchWidth;
rightBorder = patchWidth - leftBorder;
}
// adjust the lateral (top and bottom) border heights in case patchHeight < texture.height
if (patchHeight <= (topBorder + bottomBorder) && nPatchInfo.type != NPT_3PATCH_HORIZONTAL)
{
drawMiddle = false;
topBorder = (topBorder / (topBorder + bottomBorder)) * patchHeight;
bottomBorder = patchHeight - topBorder;
}
Vector2 vertA, vertB, vertC, vertD;
vertA.x = 0.0f; // outer left
vertA.y = 0.0f; // outer top
vertB.x = leftBorder; // inner left
vertB.y = topBorder; // inner top
vertC.x = patchWidth - rightBorder; // inner right
vertC.y = patchHeight - bottomBorder; // inner bottom
vertD.x = patchWidth; // outer right
vertD.y = patchHeight; // outer bottom
Vector2 coordA, coordB, coordC, coordD;
coordA.x = nPatchInfo.sourceRec.x / width;
coordA.y = nPatchInfo.sourceRec.y / height;
coordB.x = (nPatchInfo.sourceRec.x + leftBorder) / width;
coordB.y = (nPatchInfo.sourceRec.y + topBorder) / height;
coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder) / width;
coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder) / height;
coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width) / width;
coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height) / height;
rlEnableTexture(texture.id);
rlPushMatrix();
rlTranslatef(destRec.x, destRec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
if (nPatchInfo.type == NPT_9PATCH)
{
// ------------------------------------------------------------
// TOP-LEFT QUAD
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// TOP-CENTER QUAD
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
}
// TOP-RIGHT QUAD
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
if (drawMiddle)
{
// ------------------------------------------------------------
// MIDDLE-LEFT QUAD
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
if (drawCenter)
{
// MIDDLE-CENTER QUAD
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-left corner for texture and quad
}
// MIDDLE-RIGHT QUAD
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-left corner for texture and quad
}
// ------------------------------------------------------------
// BOTTOM-LEFT QUAD
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
if (drawCenter)
{
// BOTTOM-CENTER QUAD
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-left corner for texture and quad
}
// BOTTOM-RIGHT QUAD
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-left corner for texture and quad
}
else if (nPatchInfo.type == NPT_3PATCH_VERTICAL)
{
// TOP QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// MIDDLE QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
}
// BOTTOM QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
}
else if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL)
{
// LEFT QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// CENTER QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
}
// RIGHT QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
}
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------