示例#1
0
    /// <summary>
    /// Draws a resizable texture.
    /// See the documentation for an explanation of how resizable textures work.
    /// </summary>
    /// <param name="texture">The resizable texture to draw.</param>
    /// <param name="bounds">The bounds that the texture should be resized to.</param>
    /// <param name="color">The color to multiply with the colors of the texture. If unspecified the colors of the texture will be unchanged.</param>
    /// <param name="blendMode">The blend mode to use when drawing the texture. If unspecified the texture will be drawn using the standard alpha-based blend mode.</param>
    /// <param name="scaleMode">The scale mode to use when drawing the texture. If unspecified the texture will be linearly interpolated.</param>
    public static void DrawResizableTexture(ResizableTexture texture, Bounds2 bounds, Color?color = null, TextureBlendMode blendMode = TextureBlendMode.Normal, TextureScaleMode scaleMode = TextureScaleMode.Linear)
    {
        DrawTextureSetup(texture.Handle, color, blendMode, scaleMode);

        /*
         *   0    bxmin     bxmax    txmax
         *   v    v             v    v
         *   +----|-------------|----+ < tymax
         *   | 1  |      5      | 2  |
         *   -----+-------------+----- < bymax
         *   |    |             |    |
         *   |    |             |    |
         *   | 6  |      9      | 7  |
         *   |    |             |    |
         *   |    |             |    |
         *   -----+-------------+----- < bymin
         *   | 3  |      8      | 4  |
         *   +----|-------------|----+ < 0
         */

        int bxmin = texture.LeftOffset;
        int bxmax = texture.RightOffset;
        int bymin = texture.TopOffset;
        int bymax = texture.BottomOffset;
        int txmax = texture.Width;
        int tymax = texture.Height;
        int px    = (int)bounds.Position.X;
        int py    = (int)bounds.Position.Y;

        // Don't let the overall size be so small that segment 9 has a negative size in either dimension:
        int sx = Math.Max((int)bounds.Size.X, txmax - bxmax + bxmin);
        int sy = Math.Max((int)bounds.Size.Y, tymax - bymax + bymin);

        // Draw each of the nine segments:
        DrawResizableTextureSegment(texture, 0, 0, bxmin, bymin, px, py, bxmin, bymin);
        DrawResizableTextureSegment(texture, bxmax, 0, txmax - bxmax, bymin, px + sx - (txmax - bxmax), py, txmax - bxmax, bymin);
        DrawResizableTextureSegment(texture, 0, bymax, bxmin, tymax - bymax, px, py + sy - (tymax - bymax), bxmin, tymax - bymax);
        DrawResizableTextureSegment(texture, bxmax, bymax, txmax - bxmax, tymax - bymax, px + sx - (txmax - bxmax), py + sy - (tymax - bymax), txmax - bxmax, tymax - bymax);
        DrawResizableTextureSegment(texture, bxmin, 0, bxmax - bxmin, bymin, px + bxmin, py, sx - bxmin - (txmax - bxmax), bymin);
        DrawResizableTextureSegment(texture, 0, bymin, bxmin, bymax - bymin, px, py + bymin, bxmin, sy - bymin - (tymax - bymax));
        DrawResizableTextureSegment(texture, bxmax, bymin, txmax - bxmax, bymax - bymin, px + sx - (txmax - bxmax), py + bymin, txmax - bxmax, sy - bymin - (tymax - bymax));
        DrawResizableTextureSegment(texture, bxmin, bymax, bxmax - bxmin, tymax - bymax, px + bxmin, py + sy - (tymax - bymax), sx - bxmin - (txmax - bxmax), tymax - bymax);
        DrawResizableTextureSegment(texture, bxmin, bymin, bxmax - bxmin, bymax - bymin, px + bxmin, py + bymin, sx - bxmin - (txmax - bxmax), sy - bymin - (tymax - bymax));
    }
示例#2
0
    private static void DrawResizableTextureSegment(ResizableTexture texture, int subtextureX, int subtextureY, int subtextureW, int subtextureH, int destX, int destY, int destW, int destH)
    {
        // Don't draw invisible segments:
        if (subtextureW <= 0 || subtextureH <= 0)
        {
            return;
        }

        SDL.SDL_Rect src;
        src.x = subtextureX;
        src.y = subtextureY;
        src.w = subtextureW;
        src.h = subtextureH;

        SDL.SDL_Rect dest;
        dest.x = destX;
        dest.y = destY;
        dest.w = destW;
        dest.h = destH;

        SDL.SDL_RenderCopy(Renderer, texture.Handle, ref src, ref dest);
    }