瀏覽代碼

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.
Jorge A. Gomes 7 年之前
父節點
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28424141f0
共有 1 個文件被更改,包括 208 次插入109 次删除
  1. 208 109
      src/textures.c

+ 208 - 109
src/textures.c

@@ -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);
+                if (nPatch.type == NPT_3PATCH_HORIZONTAL)
+                {
+                    // ------------------------------------------------------------
+                    // 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, coordB.y); rlVertex2f(vertB.x, vertB.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, coordA.y); rlVertex2f(vertB.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
-                rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.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
+                    if (drawCenter)
+                    {
+                        // 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, coordA.y); rlVertex2f(vertC.x, vertA.y);
+
+                        // Top-left corner for texture and quad
+                        rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
+                    }
+
+                    // RIGHT QUAD
                     // Bottom-left corner for texture and quad
-                    rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
+                    rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
 
                     // Bottom-right corner for texture and quad
-                    rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
+                    rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
 
                     // Top-right corner for texture and quad
-                    rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
+                    rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
 
                     // Top-left corner for texture and quad
-                    rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.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);
 
-                // 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);
 
-                // 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-right corner for texture and quad
-                rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.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, coordA.y); rlVertex2f(vertC.x, vertA.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);
 
-                if (drawMiddle)
+                        // 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)
                 {
                     // ------------------------------------------------------------
-                    // MIDDLE-LEFT QUAD
+                    // TOP-LEFT QUAD
                     // Bottom-left corner for texture and quad
-                    rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
+                    rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
 
                     // Bottom-right corner for texture and quad
-                    rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
+                    rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.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
+                        // TOP-CENTER QUAD
                         // Bottom-left corner for texture and quad
-                        rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
+                        rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
 
                         // Bottom-right corner for texture and quad
-                        rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
+                        rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.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
+                    // TOP-RIGHT QUAD
                     // Bottom-left corner for texture and quad
-                    rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
+                    rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
 
                     // Bottom-right corner for texture and quad
-                    rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
+                    rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
 
                     // Top-right corner for texture and quad
-                    rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
+                    rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
 
                     // Top-left 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);
 
-                // ------------------------------------------------------------
-                // BOTTOM-LEFT QUAD
-                // Bottom-left corner for texture and quad
-                rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.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, 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(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, coordC.y); rlVertex2f(vertA.x, vertC.y);
+                        // Top-left corner for texture and quad
+                        rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
 
-                if (drawCenter)
-                {
-                    // BOTTOM-CENTER QUAD
+                        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(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
+                    rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
 
                     // Bottom-right corner for texture and quad
-                    rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
+                    rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
 
                     // Top-right corner for texture and quad
-                    rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
+                    rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
 
                     // Top-left corner for texture and quad
-                    rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
-                }
+                    rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
 
-                // BOTTOM-RIGHT QUAD
-                // Bottom-left corner for texture and quad
-                rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.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(coordD.x, coordD.y); rlVertex2f(vertD.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(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
-                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();