public static StyleItem styleItemNinePatch(NinePatch p) { StyleItem i = new StyleItem(); i.type = StyleItem.Type.NINEPATCH; i.patch = p; return(i); }
public void addImage(NinePatch p, Rect r) { bool pushTex = shouldPushTexture(p.myTexture); if (pushTex) { pushTexture(p.myTexture); } UInt32 cl = Color4.White.toUInt(); Vector2[] verts = p.generateVerts(r); Vector2[] uvs = p.generateUvs(); UInt16 startVertex = (UInt16)myVertCount; //generate 16 verts int index = 0; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { myVerts[myVertCount].Position = verts[index]; myVerts[myVertCount].TexCoord = uvs[index]; myVerts[myVertCount].Color = cl; myVertCount++; index++; } } //indexes in verts writeIndex((UInt16)(startVertex + 0)); writeIndex((UInt16)(startVertex + 4)); writeIndex((UInt16)(startVertex + 1)); writeIndex((UInt16)(startVertex + 1)); writeIndex((UInt16)(startVertex + 4)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 1)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 2)); writeIndex((UInt16)(startVertex + 2)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 2)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 3)); writeIndex((UInt16)(startVertex + 3)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 7)); writeIndex((UInt16)(startVertex + 4)); writeIndex((UInt16)(startVertex + 8)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 8)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 5)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 6)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 7)); writeIndex((UInt16)(startVertex + 7)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 11)); writeIndex((UInt16)(startVertex + 8)); writeIndex((UInt16)(startVertex + 12)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 12)); writeIndex((UInt16)(startVertex + 13)); writeIndex((UInt16)(startVertex + 9)); writeIndex((UInt16)(startVertex + 13)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 13)); writeIndex((UInt16)(startVertex + 14)); writeIndex((UInt16)(startVertex + 10)); writeIndex((UInt16)(startVertex + 14)); writeIndex((UInt16)(startVertex + 11)); writeIndex((UInt16)(startVertex + 11)); writeIndex((UInt16)(startVertex + 14)); writeIndex((UInt16)(startVertex + 15)); if (pushTex) { popTexture(); } }