bullet3/examples/ThirdPartyLibs/Gwen/Skins/Texturing.h
erwincoumans ab8f16961e Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
2018-09-23 14:17:31 -07:00

146 lines
3.8 KiB
C++

#pragma once
#ifndef GWEN_SKINS_TEXTURING_H
#define GWEN_SKINS_TEXTURING_H
#include "Gwen/Gwen.h"
#include "Gwen/Texture.h"
namespace Gwen
{
namespace Skin
{
namespace Texturing
{
struct Single
{
Single()
{
texture = NULL;
}
void Init(Texture* pTexture, float x, float y, float w, float h)
{
texture = pTexture;
float texw = texture->width;
float texh = texture->height;
uv[0] = x / texw;
uv[1] = y / texh;
uv[2] = (x + w) / texw;
uv[3] = (y + h) / texh;
}
void Draw(Gwen::Renderer::Base* render, Gwen::Rect r, const Gwen::Color& col = Gwen::Colors::White)
{
render->SetDrawColor(col);
render->DrawTexturedRect(texture, r, uv[0], uv[1], uv[2], uv[3]);
}
Texture* texture;
float uv[4];
};
struct Bordered
{
Bordered()
{
texture = NULL;
}
void Init(Texture* pTexture, float x, float y, float w, float h, Margin in_margin, float DrawMarginScale = 1.0f)
{
texture = pTexture;
margin = in_margin;
SetRect(0, x, y, margin.left, margin.top);
SetRect(1, x + margin.left, y, w - margin.left - margin.right - 1, margin.top);
SetRect(2, (x + w) - margin.right, y, margin.right, margin.top);
SetRect(3, x, y + margin.top, margin.left, h - margin.top - margin.bottom - 1);
SetRect(4, x + margin.left, y + margin.top, w - margin.left - margin.right - 1, h - margin.top - margin.bottom - 1);
SetRect(5, (x + w) - margin.right, y + margin.top, margin.right, h - margin.top - margin.bottom - 1);
SetRect(6, x, (y + h) - margin.bottom, margin.left, margin.bottom);
SetRect(7, x + margin.left, (y + h) - margin.bottom, w - margin.left - margin.right - 1, margin.bottom);
SetRect(8, (x + w) - margin.right, (y + h) - margin.bottom, margin.right, margin.bottom);
margin.left *= DrawMarginScale;
margin.right *= DrawMarginScale;
margin.top *= DrawMarginScale;
margin.bottom *= DrawMarginScale;
width = w - x;
height = h - y;
}
void SetRect(int iNum, float x, float y, float w, float h)
{
float texw = texture->width;
float texh = texture->height;
//x -= 1.0f;
//y -= 1.0f;
rects[iNum].uv[0] = x / texw;
rects[iNum].uv[1] = y / texh;
rects[iNum].uv[2] = (x + w) / texw;
rects[iNum].uv[3] = (y + h) / texh;
// rects[iNum].uv[0] += 1.0f / texture->width;
// rects[iNum].uv[1] += 1.0f / texture->width;
}
void Draw(Gwen::Renderer::Base* render, Gwen::Rect r, const Gwen::Color& col = Gwen::Colors::White)
{
render->SetDrawColor(col);
if (r.w < width && r.h < height)
{
render->DrawTexturedRect(texture,
r,
rects[0].uv[0], rects[0].uv[1], rects[8].uv[2], rects[8].uv[3]);
return;
}
DrawRect(render, 0, r.x, r.y, margin.left, margin.top);
DrawRect(render, 1, r.x + margin.left, r.y, r.w - margin.left - margin.right, margin.top);
DrawRect(render, 2, (r.x + r.w) - margin.right, r.y, margin.right, margin.top);
DrawRect(render, 3, r.x, r.y + margin.top, margin.left, r.h - margin.top - margin.bottom);
DrawRect(render, 4, r.x + margin.left, r.y + margin.top, r.w - margin.left - margin.right, r.h - margin.top - margin.bottom);
DrawRect(render, 5, (r.x + r.w) - margin.right, r.y + margin.top, margin.right, r.h - margin.top - margin.bottom);
DrawRect(render, 6, r.x, (r.y + r.h) - margin.bottom, margin.left, margin.bottom);
DrawRect(render, 7, r.x + margin.left, (r.y + r.h) - margin.bottom, r.w - margin.left - margin.right, margin.bottom);
DrawRect(render, 8, (r.x + r.w) - margin.right, (r.y + r.h) - margin.bottom, margin.right, margin.bottom);
}
void DrawRect(Gwen::Renderer::Base* render, int i, int x, int y, int w, int h)
{
render->DrawTexturedRect(texture,
Gwen::Rect(x, y, w, h),
rects[i].uv[0], rects[i].uv[1], rects[i].uv[2], rects[i].uv[3]);
}
Texture* texture;
struct SubRect
{
float uv[4];
};
SubRect rects[9];
Margin margin;
float width;
float height;
};
} // namespace Texturing
} // namespace Skin
} // namespace Gwen
#endif