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use crate::{
render::unified::pipeline::{ExtractedQuad, UIQuadType},
styles::{Corner, Edge},
};
use bevy::{
math::Vec2,
prelude::*,
render::{color::Color, texture::Image},
};
pub fn extract_nine_patch(
camera_entity: Entity,
layout: crate::layout::Rect,
handle: Handle<Image>,
border: Edge<f32>,
scale: f32,
opacity_layer: u32,
images: &Assets<Image>,
dpi: f32,
) -> Vec<ExtractedQuad> {
let mut extracted_quads = Vec::new();
let image = images.get(&handle);
if image.is_none() {
return vec![];
}
let image_size = image
.map(|i| {
Vec2::new(
i.texture_descriptor.size.width as f32 * scale,
i.texture_descriptor.size.height as f32 * scale,
)
})
.unwrap()
* dpi;
let extracted_quad_template = ExtractedQuad {
camera_entity,
rect: Rect {
min: Vec2::ZERO,
max: Vec2::ZERO,
},
color: Color::WHITE,
char_id: 0,
font_handle: None,
quad_type: UIQuadType::Image,
type_index: 0,
border_radius: Corner::default(),
image: Some(handle.clone_weak()),
uv_max: None,
uv_min: None,
opacity_layer,
..Default::default()
};
let top_uv_min_y = (image_size.y - border.top) / image_size.y;
let top_uv_max_y = 1.0;
let bottom_uv_min_y = 0.0;
let bottom_uv_max_y = border.bottom / image_size.y;
let middle_uv_min_y = border.bottom / image_size.y;
let middle_uv_max_y = (image_size.y - border.top) / image_size.y;
// TOP
let top_left_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(layout.posx, layout.posy),
max: Vec2::new(layout.posx + border.left, layout.posy + border.top),
},
uv_min: Some(Vec2::new(0.0, top_uv_min_y)),
uv_max: Some(Vec2::new(border.left / image_size.x, top_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(top_left_quad);
let top_right_pos_x = (layout.posx + layout.width) - border.left;
let top_right_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(top_right_pos_x, layout.posy),
max: Vec2::new(top_right_pos_x + border.left, layout.posy + border.top),
},
uv_min: Some(Vec2::new(
(image_size.x - border.left) / image_size.x,
top_uv_min_y,
)),
uv_max: Some(Vec2::new(1.0, top_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(top_right_quad);
let top_middle_pos_x = layout.posx + border.left;
let top_middle_size_x = layout.width - (border.left + border.right);
let top_middle_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(top_middle_pos_x, layout.posy),
max: Vec2::new(
top_middle_pos_x + top_middle_size_x,
layout.posy + border.top,
),
},
uv_min: Some(Vec2::new(border.left / image_size.x, top_uv_min_y)),
uv_max: Some(Vec2::new(
(image_size.x - border.left) / image_size.x,
top_uv_max_y,
)),
..extracted_quad_template.clone()
};
extracted_quads.push(top_middle_quad);
// Bottom
let bottom_y_pos = layout.posy + (layout.height - border.bottom);
let bottom_left_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(layout.posx, bottom_y_pos),
max: Vec2::new(layout.posx + border.left, bottom_y_pos + border.bottom),
},
uv_min: Some(Vec2::new(0.0, bottom_uv_min_y)),
uv_max: Some(Vec2::new(border.left / image_size.x, bottom_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(bottom_left_quad);
let bottom_right_pos_x = (layout.posx + layout.width) - border.left;
let bottom_right_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(bottom_right_pos_x, bottom_y_pos),
max: Vec2::new(bottom_right_pos_x + border.left, bottom_y_pos + border.top),
},
uv_min: Some(Vec2::new(
(image_size.x - border.left) / image_size.x,
bottom_uv_min_y,
)),
uv_max: Some(Vec2::new(1.0, bottom_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(bottom_right_quad);
let bottom_middle_pos_x = layout.posx + border.left;
let bottom_middle_size_x = layout.width - (border.left + border.right);
let bottom_middle_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(bottom_middle_pos_x, bottom_y_pos),
max: Vec2::new(
bottom_middle_pos_x + bottom_middle_size_x,
bottom_y_pos + border.top,
),
},
uv_min: Some(Vec2::new(border.left / image_size.x, bottom_uv_min_y)),
uv_max: Some(Vec2::new(
(image_size.x - border.left) / image_size.x,
bottom_uv_max_y,
)),
..extracted_quad_template.clone()
};
extracted_quads.push(bottom_middle_quad);
// Left + Right center
let left_middle_pos_y = layout.posy + border.top;
let left_middle_size_y = layout.height - (border.top + border.bottom);
let left_middle_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(layout.posx, left_middle_pos_y),
max: Vec2::new(
layout.posx + border.left,
left_middle_pos_y + left_middle_size_y,
),
},
uv_min: Some(Vec2::new(0.0, middle_uv_min_y)),
uv_max: Some(Vec2::new(border.left / image_size.x, middle_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(left_middle_quad);
let right_middle_pos_x = layout.posx + (layout.width - border.right);
let right_middle_pos_y = layout.posy + border.top;
let right_middle_size_y = layout.height - (border.top + border.bottom);
let right_middle_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(right_middle_pos_x, right_middle_pos_y),
max: Vec2::new(
right_middle_pos_x + border.left,
right_middle_pos_y + right_middle_size_y,
),
},
uv_min: Some(Vec2::new(
(image_size.x - border.left) / image_size.x,
middle_uv_min_y,
)),
uv_max: Some(Vec2::new(1.0, middle_uv_max_y)),
..extracted_quad_template.clone()
};
extracted_quads.push(right_middle_quad);
// Last quad in middle.
let middle_pos_x = layout.posx + border.left;
let middle_pos_y = layout.posy + border.top;
let middle_size_x = layout.width - (border.left + border.right);
let middle_size_y = layout.height - (border.top + border.bottom);
let middle_quad = ExtractedQuad {
rect: Rect {
min: Vec2::new(middle_pos_x, middle_pos_y),
max: Vec2::new(middle_pos_x + middle_size_x, middle_pos_y + middle_size_y),
},
uv_min: Some(Vec2::new(border.left / image_size.x, middle_uv_min_y)),
uv_max: Some(Vec2::new(
(image_size.x - border.right) / image_size.x,
middle_uv_max_y,
)),
..extracted_quad_template
};
extracted_quads.push(middle_quad);
extracted_quads
}