// SPDX-License-Identifier: MIT // // ES-DE Frontend // NinePatchComponent.h // // Breaks up an image into 3x3 patches to accomodate resizing without distortions. // #ifndef ES_CORE_COMPONENTS_NINE_PATCH_COMPONENT_H #define ES_CORE_COMPONENTS_NINE_PATCH_COMPONENT_H #include "GuiComponent.h" #include "renderers/Renderer.h" class TextureResource; // Display an image in a way so that edges don't get too distorted no matter the final size. // Useful for UI elements like backgrounds, buttons, etc. // This is accomplished by splitting an image into 9 pieces: // ___________ // |_1_|_2_|_3_| // |_4_|_5_|_6_| // |_7_|_8_|_9_| // // Corners (1, 3, 7, 9) will not be stretched at all. // Borders (2, 4, 6, 8) will be stretched along one axis (2 and 8 horizontally, 4 and 6 vertically). // The center (5) will be stretched. class NinePatchComponent : public GuiComponent { public: NinePatchComponent(const std::string& path = ""); void render(const glm::mat4& parentTrans) override; void onSizeChanged() override { buildVertices(); } void fitTo(glm::vec2 size, glm::vec3 position = {0.0f, 0.0f, 0.0f}, glm::vec2 padding = {-32.0f, -32.0f}); void setImagePath(const std::string& path); void setFrameColor(unsigned int frameColor); const glm::vec2& getCornerSize() const { return mCornerSize; } void setCornerSize(const glm::vec2& size) { mCornerSize = size; buildVertices(); } void setSharpCorners(bool state) { mSharpCorners = state; } private: void buildVertices(); void updateColors(); Renderer* mRenderer; std::unique_ptr> mVertices; std::string mPath; glm::vec2 mCornerSize; bool mSharpCorners; unsigned int mFrameColor; std::shared_ptr mTexture; }; #endif // ES_CORE_COMPONENTS_NINE_PATCH_COMPONENT_H