public void draw(org.mini2Dx.core.Graphics g, float x, float y, float width, float height)
        {
            var xCount     = (int)(width / _textureRegion.getRegionWidth());
            var yCount     = (int)(height / _textureRegion.getRegionHeight());
            var xRemainder = width - xCount * _textureRegion.getRegionWidth();
            var yRemainder = height - yCount * _textureRegion.getRegionHeight();

            TextureRegion xRemainderRegion  = null;
            TextureRegion yRemainderRegion  = null;
            TextureRegion xyRemainderRegion = null;

            if (xRemainder != 0)
            {
                xRemainderRegion = new MonoGameTextureRegion(_textureRegion, (int)xRemainder, _textureRegion.getRegionHeight());
            }

            if (yRemainder != 0)
            {
                yRemainderRegion = new MonoGameTextureRegion(_textureRegion, _textureRegion.getRegionWidth(), (int)yRemainder);
            }

            if (xRemainder != 0 && yRemainder != 0)
            {
                xyRemainderRegion = new MonoGameTextureRegion(_textureRegion, (int)xRemainder, (int)yRemainder);
            }

            for (int i = 0; i < xCount; i++)
            {
                for (int j = 0; j < yCount; j++)
                {
                    g.drawTextureRegion(_textureRegion, x + _textureRegion.getRegionWidth() * i, y + j * _textureRegion.getRegionHeight());
                }
            }

            if (xRemainderRegion != null)
            {
                for (int i = 0; i < yCount; i++)
                {
                    g.drawTextureRegion(xRemainderRegion, x + xCount * _textureRegion.getRegionWidth(), y + i * _textureRegion.getRegionHeight());
                }
            }

            if (yRemainderRegion != null)
            {
                for (int i = 0; i < xCount; i++)
                {
                    g.drawTextureRegion(yRemainderRegion, x + i * _textureRegion.getRegionWidth(), y + yCount * _textureRegion.getRegionHeight());
                }
            }

            if (xyRemainderRegion != null)
            {
                g.drawTextureRegion(xyRemainderRegion, x + xCount * _textureRegion.getRegionWidth(), y + yCount * _textureRegion.getRegionHeight());
            }
        }
예제 #2
0
 public MonoGameNinePatch(TextureRegion texture, int left, int right, int top, int bottom)
 {
     _textureRegion   = texture;
     _topHeight       = top;
     _leftWidth       = left;
     _middleWidth     = _textureRegion.getRegionWidth() - right - left;
     _rightWidth      = right;
     _middleHeight    = _textureRegion.getRegionHeight() - top - bottom;
     _bottomHeight    = bottom;
     _ninePatchRegion = new MonoGameTextureRegion(_textureRegion);
     _textureRegionX  = _textureRegion.getRegionX();
     _textureRegionY  = _textureRegion.getRegionY();
     _rightX          = _textureRegion.getRegionWidth() - right;
     _bottomY         = _textureRegion.getRegionHeight() - bottom;
 }
예제 #3
0
        public void render(org.mini2Dx.core.Graphics g, float x, float y, float width, float height)
        {
            var newTint = _setColor.copy().multiply(g.getTint());
            var oldTint = g.getTint();

            g.setTint(newTint);

            _ninePatchRegion = new MonoGameTextureRegion(_textureRegion);

            _ninePatchRegion.setRegionX(0);
            _ninePatchRegion.setRegionY(0);
            _ninePatchRegion.setRegionWidth((int)_leftWidth);
            _ninePatchRegion.setRegionHeight((int)_topHeight);
            draw(g, _ninePatchRegion, x, y, _leftWidth, _topHeight);
            _ninePatchRegion.setRegionX((int)_leftWidth);
            _ninePatchRegion.setRegionWidth((int)(_textureRegion.getRegionWidth() - _leftWidth - _rightWidth));
            draw(g, _ninePatchRegion, x + _leftWidth, y, width - _leftWidth - _rightWidth, _topHeight);
            _ninePatchRegion.setRegionX((int)(_textureRegion.getRegionWidth() - _rightWidth));
            _ninePatchRegion.setRegionWidth((int)_rightWidth);
            draw(g, _ninePatchRegion, x + width - _rightWidth, y, _rightWidth, _topHeight);
            _ninePatchRegion.setRegionY((int)_topHeight);
            _ninePatchRegion.setRegionHeight((int)(_textureRegion.getRegionHeight() - _topHeight - _bottomHeight));
            draw(g, _ninePatchRegion, x + width - _rightWidth, y + _topHeight, _rightWidth, height - _topHeight - _bottomHeight);
            _ninePatchRegion.setRegionX((int)_leftWidth);
            _ninePatchRegion.setRegionWidth((int)(_textureRegion.getRegionWidth() - _leftWidth - _rightWidth));
            draw(g, _ninePatchRegion, x + _leftWidth, y + _topHeight, width - _leftWidth - _rightWidth, height - _topHeight - _bottomHeight);
            _ninePatchRegion.setRegionX(0);
            _ninePatchRegion.setRegionWidth((int)_leftWidth);
            draw(g, _ninePatchRegion, x, y + _topHeight, _leftWidth, height - _topHeight - _bottomHeight);
            _ninePatchRegion.setRegionY((int)(_textureRegion.getRegionHeight() - _bottomHeight));
            _ninePatchRegion.setRegionHeight((int)_bottomHeight);
            draw(g, _ninePatchRegion, x, y + height - _bottomHeight, _leftWidth, _bottomHeight);
            _ninePatchRegion.setRegionX((int)_leftWidth);
            _ninePatchRegion.setRegionWidth((int)(_textureRegion.getRegionWidth() - _leftWidth - _rightWidth));
            draw(g, _ninePatchRegion, x + _leftWidth, y + height - _bottomHeight, width - _leftWidth - _rightWidth, _bottomHeight);
            _ninePatchRegion.setRegionX((int)(_textureRegion.getRegionWidth() - _rightWidth));
            _ninePatchRegion.setRegionWidth((int)_rightWidth);
            draw(g, _ninePatchRegion, x + width - _rightWidth, y + height - _bottomHeight, _rightWidth, _bottomHeight);
            g.setTint(oldTint);
        }
예제 #4
0
        public TextureRegion[][] split(int tileWidth, int tileHeight)
        {
            var x      = getRegionX();
            var y      = getRegionY();
            var width  = _regionWidth;
            var height = _regionHeight;

            var rows = height / tileHeight;
            var cols = width / tileWidth;

            var startX = x;
            var tiles  = new TextureRegion[rows][];

            for (var row = 0; row < rows; row++, y += tileHeight)
            {
                tiles[row] = new TextureRegion[cols];
                x          = startX;
                for (var col = 0; col < cols; col++, x += tileWidth)
                {
                    tiles[row][col] = new MonoGameTextureRegion(_texture, x, y, tileWidth, tileHeight);
                }
            }
            return(tiles);
        }