我想通了,我有什麼麻煩;計算拐角弧。我想到的是,人們可以用一個點的距離來理解繪製邊界的方式,而不是用數學來計算圓內的點。下面我發佈了代碼來生成圓角矩形。
public Texture2D CreateRoundedRectangleTexture(GraphicsDevice graphics, int width, int height, int borderThickness, int borderRadius, int borderShadow, List<Color> backgroundColors, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)
{
if (backgroundColors == null || backgroundColors.Count == 0) throw new ArgumentException("Must define at least one background color (up to four).");
if (borderColors == null || borderColors.Count == 0) throw new ArgumentException("Must define at least one border color (up to three).");
if (borderRadius < 1) throw new ArgumentException("Must define a border radius (rounds off edges).");
if (borderThickness < 1) throw new ArgumentException("Must define border thikness.");
if (borderThickness + borderRadius > height/2 || borderThickness + borderRadius > width/2) throw new ArgumentException("Border will be too thick and/or rounded to fit on the texture.");
if (borderShadow > borderRadius) throw new ArgumentException("Border shadow must be lesser in magnitude than the border radius (suggeted: shadow <= 0.25 * radius).");
Texture2D texture = new Texture2D(graphics, width, height, false, SurfaceFormat.Color);
Color[] color = new Color[width * height];
for (int x = 0; x < texture.Width; x++)
{
for (int y = 0; y < texture.Height; y++)
{
switch (backgroundColors.Count)
{
case 4:
Color leftColor0 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y/(width - 1)));
Color rightColor0 = Color.Lerp(backgroundColors[2], backgroundColors[3], ((float)y/(height - 1)));
color[x + width * y] = Color.Lerp(leftColor0, rightColor0, ((float)x/(width - 1)));
break;
case 3:
Color leftColor1 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y/(width - 1)));
Color rightColor1 = Color.Lerp(backgroundColors[1], backgroundColors[2], ((float)y/(height - 1)));
color[x + width * y] = Color.Lerp(leftColor1, rightColor1, ((float)x/(width - 1)));
break;
case 2:
color[x + width * y] = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)x/(width - 1)));
break;
default:
color[x + width * y] = backgroundColors[0];
break;
}
color[x + width * y] = ColorBorder(x, y, width, height, borderThickness, borderRadius, borderShadow, color[x + width * y], borderColors, initialShadowIntensity, finalShadowIntensity);
}
}
texture.SetData<Color>(color);
return texture;
}
private Color ColorBorder(int x, int y, int width, int height, int borderThickness, int borderRadius, int borderShadow, Color initialColor, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)
{
Rectangle internalRectangle = new Rectangle((borderThickness + borderRadius), (borderThickness + borderRadius), width - 2 * (borderThickness + borderRadius), height - 2 * (borderThickness + borderRadius));
if (internalRectangle.Contains(x, y)) return initialColor;
Vector2 origin = Vector2.Zero;
Vector2 point = new Vector2(x, y);
if (x < borderThickness + borderRadius)
{
if (y < borderRadius + borderThickness)
origin = new Vector2(borderRadius + borderThickness, borderRadius + borderThickness);
else if (y > height - (borderRadius + borderThickness))
origin = new Vector2(borderRadius + borderThickness, height - (borderRadius + borderThickness));
else
origin = new Vector2(borderRadius + borderThickness, y);
}
else if (x > width - (borderRadius + borderThickness))
{
if (y < borderRadius + borderThickness)
origin = new Vector2(width - (borderRadius + borderThickness), borderRadius + borderThickness);
else if (y > height - (borderRadius + borderThickness))
origin = new Vector2(width - (borderRadius + borderThickness), height - (borderRadius + borderThickness));
else
origin = new Vector2(width - (borderRadius + borderThickness), y);
}
else
{
if (y < borderRadius + borderThickness)
origin = new Vector2(x, borderRadius + borderThickness);
else if (y > height - (borderRadius + borderThickness))
origin = new Vector2(x, height - (borderRadius + borderThickness));
}
if (!origin.Equals(Vector2.Zero))
{
float distance = Vector2.Distance(point, origin);
if (distance > borderRadius + borderThickness + 1)
{
return Color.Transparent;
}
else if (distance > borderRadius + 1)
{
if (borderColors.Count > 2)
{
float modNum = distance - borderRadius;
if (modNum < borderThickness/2)
{
return Color.Lerp(borderColors[2], borderColors[1], (float)((modNum)/(borderThickness/2.0)));
}
else
{
return Color.Lerp(borderColors[1], borderColors[0], (float)((modNum - (borderThickness/2.0))/(borderThickness/2.0)));
}
}
if (borderColors.Count > 0)
return borderColors[0];
}
else if (distance > borderRadius - borderShadow + 1)
{
float mod = (distance - (borderRadius - borderShadow))/borderShadow;
float shadowDiff = initialShadowIntensity - finalShadowIntensity;
return DarkenColor(initialColor, ((shadowDiff * mod) + finalShadowIntensity));
}
}
return initialColor;
}
private Color DarkenColor(Color color, float shadowIntensity)
{
return Color.Lerp(color, Color.Black, shadowIntensity);
}
與所有上面的代碼中,這是結果:
你知道所謂的「縮放9網格」技術的? http://despre.md/ideapress/what-is-scale9grid/ – Goose
@Goose我明白,技術存在,但我原本以爲我會認爲,因爲我會動態處理這一切,這對我來說不會奏效。我會看看我有什麼,看看我能否將這些知識融入我所做的事情中。 –
你是對的。如果您想要動態創建形狀,沒有多大意義。我建議它僅作爲動態創建形狀的替代方法。 Scale9grid允許你使用紋理來製作任意大小的窗口。這取決於你的目標是什麼。 – Goose