Update textures.c

Added support form vertical and horizontal 3-patches.
Corrected the distortion caused when destRec size is smaller than 4x4. Now even 1x10 or 0x0 sizes are drawn correctly.
This commit is contained in:
Jorge A. Gomes 2018-08-03 20:53:15 -03:00 committed by GitHub
parent 6ef03ea4e8
commit 28424141f0
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@ -2330,73 +2330,80 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
}
}
void DrawNinePatch(NinePatch ninePatch, Rectangle destRec, bool usePadding, Vector2 origin, float rotation, Color tint)
void DrawNPatch(NPatch nPatch, Rectangle destRec, bool usePadding, Vector2 origin, float rotation, Color tint)
{
// Check if n-patch texture is valid
if (ninePatch.texture.id > 0)
if (nPatch.texture.id > 0)
{
float width = (float)ninePatch.texture.width;
float height = (float)ninePatch.texture.height;
float width = (float)nPatch.texture.width;
float height = (float)nPatch.texture.height;
float contentsWidth = (destRec.width >= ninePatch.minSize.x)? destRec.width : ninePatch.minSize.x;
float contentsHeight = (destRec.height >= ninePatch.minSize.y)? destRec.height : ninePatch.minSize.y;
float patchWidth = (destRec.width >= nPatch.minSize.x)? destRec.width : nPatch.minSize.x;
float patchHeight = (destRec.height >= nPatch.minSize.y)? destRec.height : nPatch.minSize.y;
if (usePadding)
{
contentsWidth += (float)(ninePatch.padding[0] + ninePatch.padding[2]);
contentsHeight += (float)(ninePatch.padding[1] + ninePatch.padding[3]);
patchWidth += (float)(nPatch.padding[0] + nPatch.padding[2]);
patchHeight += (float)(nPatch.padding[1] + nPatch.padding[3]);
}
if (ninePatch.sourceRec.width < 0) ninePatch.sourceRec.x -= ninePatch.sourceRec.width;
if (ninePatch.sourceRec.height < 0) ninePatch.sourceRec.y -= ninePatch.sourceRec.height;
rlEnableTexture(ninePatch.texture.id);
if (nPatch.sourceRec.width < 0) nPatch.sourceRec.x -= nPatch.sourceRec.width;
if (nPatch.sourceRec.height < 0) nPatch.sourceRec.y -= nPatch.sourceRec.height;
// Ignore the destRec width if the n-patch type is NPT_3PATCH_VERTICAL
if (nPatch.type == NPT_3PATCH_VERTICAL) { patchWidth = nPatch.sourceRec.width; }
// Ignore the destRec height if the n-patch type is NPT_3PATCH_HORIZONTAL
if (nPatch.type == NPT_3PATCH_HORIZONTAL) { patchHeight = nPatch.sourceRec.height; }
bool drawCenter = true;
bool drawMiddle = true;
float borderWidth[4]; // copy the ninePatch.borderWidth[4] values so they can be adjusted
for (int i = 0; i < 4; i++) { borderWidth[i] = ninePatch.borderWidth[i]; }
float borderWidth[4]; // copy the nPatch.borderWidth[4] values so they can be adjusted
for (int i = 0; i < 4; i++) { borderWidth[i] = nPatch.borderWidth[i]; }
// adjust the lateral (left and right) border widths in case contentsWidth < ninePatch.texture.width
if (contentsWidth <= ninePatch.borderWidth[0] + ninePatch.borderWidth[2])
// adjust the lateral (left and right) border widths in case patchWidth < nPatch.texture.width
if (patchWidth <= nPatch.borderWidth[0] + nPatch.borderWidth[2])
{
drawCenter = false;
borderWidth[0] = (borderWidth[0] / (ninePatch.borderWidth[0] + ninePatch.borderWidth[2])) * (borderWidth[0] + borderWidth[2]);
borderWidth[2] = contentsWidth - borderWidth[0];
borderWidth[0] = (borderWidth[0] / (nPatch.borderWidth[0] + nPatch.borderWidth[2])) * patchWidth;
borderWidth[2] = patchWidth - borderWidth[0];
}
// adjust the lateral (top and bottom) border heights in case contentsHeight < ninePatch.texture.height
if (contentsHeight <= ninePatch.borderWidth[1] + ninePatch.borderWidth[3])
// adjust the lateral (top and bottom) border heights in case patchHeight < nPatch.texture.height
if (patchHeight <= nPatch.borderWidth[1] + nPatch.borderWidth[3])
{
drawMiddle = false;
borderWidth[1] = (borderWidth[1] / (ninePatch.borderWidth[1] + ninePatch.borderWidth[3])) * (borderWidth[1] + borderWidth[3]);
borderWidth[3] = contentsHeight - borderWidth[1];
borderWidth[1] = (borderWidth[1] / (nPatch.borderWidth[1] + nPatch.borderWidth[3])) * patchHeight;
borderWidth[3] = patchHeight - borderWidth[1];
}
Vector2 vertA, vertB, vertC, vertD;
vertA.x = 0.0f;
vertA.y = 0.0f;
vertB.x = borderWidth[0];
vertB.y = borderWidth[1];
vertC.x = contentsWidth - borderWidth[2];
vertC.y = contentsHeight - borderWidth[3];
vertD.x = contentsWidth;
vertD.y = contentsHeight;
vertA.x = 0.0f; // outer left
vertA.y = 0.0f; // outer top
vertB.x = borderWidth[0]; // inner left
vertB.y = borderWidth[1]; // inner top
vertC.x = patchWidth - borderWidth[2]; // inner right
vertC.y = patchHeight - borderWidth[3]; // inner bottom
vertD.x = patchWidth; // outer right
vertD.y = patchHeight; // outer bottom
Vector2 coordA, coordB, coordC, coordD;
coordA.x = ninePatch.sourceRec.x / width;
coordA.y = ninePatch.sourceRec.y / height;
coordB.x = (ninePatch.sourceRec.x + borderWidth[0]) / width;
coordB.y = (ninePatch.sourceRec.y + borderWidth[1]) / height;
coordC.x = (ninePatch.sourceRec.x + ninePatch.sourceRec.width - borderWidth[2]) / width;
coordC.y = (ninePatch.sourceRec.y + ninePatch.sourceRec.height - borderWidth[3]) / height;
coordD.x = (ninePatch.sourceRec.x + ninePatch.sourceRec.width) / width;
coordD.y = (ninePatch.sourceRec.y + ninePatch.sourceRec.height) / height;
coordA.x = nPatch.sourceRec.x / width;
coordA.y = nPatch.sourceRec.y / height;
coordB.x = (nPatch.sourceRec.x + borderWidth[0]) / width;
coordB.y = (nPatch.sourceRec.y + borderWidth[1]) / height;
coordC.x = (nPatch.sourceRec.x + nPatch.sourceRec.width - borderWidth[2]) / width;
coordC.y = (nPatch.sourceRec.y + nPatch.sourceRec.height - borderWidth[3]) / height;
coordD.x = (nPatch.sourceRec.x + nPatch.sourceRec.width) / width;
coordD.y = (nPatch.sourceRec.y + nPatch.sourceRec.height) / height;
rlEnableTexture(nPatch.texture.id);
rlPushMatrix();
if (usePadding)
{
rlTranslatef(destRec.x - (float)ninePatch.padding[0], destRec.y - (float)ninePatch.padding[2], 0);
rlTranslatef(destRec.x - (float)nPatch.padding[0], destRec.y - (float)nPatch.padding[2], 0);
}
else
{
@ -2409,139 +2416,231 @@ void DrawNinePatch(NinePatch ninePatch, Rectangle destRec, bool usePadding, Vect
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// ------------------------------------------------------------
// TOP-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.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(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
if (drawCenter)
{
// TOP-CENTER QUAD
// 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(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.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
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
}
// TOP-RIGHT QUAD
// 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(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
if (drawMiddle)
if (nPatch.type == NPT_3PATCH_HORIZONTAL)
{
// ------------------------------------------------------------
// MIDDLE-LEFT QUAD
// LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
if (drawCenter)
{
// MIDDLE-CENTER QUAD
// CENTER QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
}
// MIDDLE-RIGHT QUAD
// RIGHT QUAD
// 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(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
}
// ------------------------------------------------------------
// BOTTOM-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.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
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
if (drawCenter)
{
// BOTTOM-CENTER QUAD
// 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(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
}
else if (nPatch.type == NPT_3PATCH_VERTICAL)
{
// ------------------------------------------------------------
// TOP QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
// BOTTOM-RIGHT QUAD
// 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(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
if (drawCenter)
{
// MIDDLE QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.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(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
}
// BOTTOM QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
}
else if (nPatch.type == NPT_9PATCH)
{
// ------------------------------------------------------------
// TOP-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.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(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
if (drawCenter)
{
// TOP-CENTER QUAD
// 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(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.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
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
}
// TOP-RIGHT QUAD
// 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(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
if (drawMiddle)
{
// ------------------------------------------------------------
// MIDDLE-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.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(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
if (drawCenter)
{
// MIDDLE-CENTER QUAD
// 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(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.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
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
}
// MIDDLE-RIGHT QUAD
// 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(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
}
// ------------------------------------------------------------
// BOTTOM-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.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
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
if (drawCenter)
{
// BOTTOM-CENTER QUAD
// 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(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.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
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
}
// BOTTOM-RIGHT QUAD
// 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(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
}
rlEnd();
rlPopMatrix();