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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Renderer/Texture.h>
- /// Helper class that points to a subsection of a texture for rendering it as a quad. Can specify borders which won't scale (only inner part of the quad will scale).
- class UITexturedQuad
- {
- public:
- /// Constructor
- UITexturedQuad() = default;
- UITexturedQuad(const Texture *inTexture) : mTexture(inTexture), mWidth(inTexture->GetWidth()), mHeight(inTexture->GetHeight()) { }
- UITexturedQuad(const Texture *inTexture, int inX, int inY, int inWidth, int inHeight) : mTexture(inTexture), mX(inX), mY(inY), mWidth(inWidth), mHeight(inHeight) { }
- UITexturedQuad(const Texture *inTexture, int inX, int inY, int inWidth, int inHeight, int inInnerX, int inInnerY, int inInnerWidth, int inInnerHeight) : mTexture(inTexture), mX(inX), mY(inY), mWidth(inWidth), mHeight(inHeight), mInnerX(inInnerX), mInnerY(inInnerY), mInnerWidth(inInnerWidth), mInnerHeight(inInnerHeight) { }
- /// Check if this quad consists of 9 parts
- bool HasInnerPart() const { return mInnerX >= 0 && mInnerY >= 0 && mInnerWidth >= 0 && mInnerHeight >= 0; }
- /// The texture to use
- RefConst<Texture> mTexture;
- /// These are the normal texel coordinates for the quad
- int mX = 0;
- int mY = 0;
- int mWidth = 0;
- int mHeight = 0;
- /// This quad can also scale its inner part leaving borders in tact, in this case the inner scaling part is defined here
- int mInnerX = -1;
- int mInnerY = -1;
- int mInnerWidth = -1;
- int mInnerHeight = -1;
- };
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