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CosmicEngine/lib/All/JoltPhysics/TestFramework/UI/UITexturedQuad.h

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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Renderer/Texture.h>
/// Helper class that points to a subsection of a texture for rendering it as a quad. Can specify borders which won't scale (only inner part of the quad will scale).
class UITexturedQuad
{
public:
/// Constructor
UITexturedQuad() = default;
UITexturedQuad(const Texture *inTexture) : mTexture(inTexture), mWidth(inTexture->GetWidth()), mHeight(inTexture->GetHeight()) { }
UITexturedQuad(const Texture *inTexture, int inX, int inY, int inWidth, int inHeight) : mTexture(inTexture), mX(inX), mY(inY), mWidth(inWidth), mHeight(inHeight) { }
UITexturedQuad(const Texture *inTexture, int inX, int inY, int inWidth, int inHeight, int inInnerX, int inInnerY, int inInnerWidth, int inInnerHeight) : mTexture(inTexture), mX(inX), mY(inY), mWidth(inWidth), mHeight(inHeight), mInnerX(inInnerX), mInnerY(inInnerY), mInnerWidth(inInnerWidth), mInnerHeight(inInnerHeight) { }
/// Check if this quad consists of 9 parts
bool HasInnerPart() const { return mInnerX >= 0 && mInnerY >= 0 && mInnerWidth >= 0 && mInnerHeight >= 0; }
/// The texture to use
RefConst<Texture> mTexture;
/// These are the normal texel coordinates for the quad
int mX = 0;
int mY = 0;
int mWidth = 0;
int mHeight = 0;
/// This quad can also scale its inner part leaving borders in tact, in this case the inner scaling part is defined here
int mInnerX = -1;
int mInnerY = -1;
int mInnerWidth = -1;
int mInnerHeight = -1;
};