/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.scenes.scene2d.utils;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
/**
* Draws a {@link TextureRegion} repeatedly to fill the area, instead of stretching it.
*
* @author Nathan Sweet
*/
public class TiledDrawable extends TextureRegionDrawable {
public TiledDrawable() {
super();
}
public TiledDrawable(TextureRegion region) {
super(region);
}
public TiledDrawable(TextureRegionDrawable drawable) {
super(drawable);
}
public void draw(SpriteBatch batch, float x, float y, float width, float height) {
TextureRegion region = getRegion();
float regionWidth = region.getRegionWidth(), regionHeight = region.getRegionHeight();
float remainingX = width % regionWidth, remainingY = height % regionHeight;
float startX = x, startY = y;
float endX = x + width - remainingX, endY = y + height - remainingY;
while (x < endX) {
y = startY;
while (y < endY) {
batch.draw(region, x, y, regionWidth, regionHeight);
y += regionHeight;
}
x += regionWidth;
}
Texture texture = region.getTexture();
float u = region.getU();
float v2 = region.getV2();
if (remainingX > 0) {
// Right edge.
float u2 = u + remainingX / texture.getWidth();
float v = region.getV();
y = startY;
while (y < endY) {
batch.draw(texture, x, y, remainingX, regionHeight, u, v2, u2, v);
y += regionHeight;
}
// Upper right corner.
if (remainingY > 0) {
v = v2 - remainingY / texture.getHeight();
batch.draw(texture, x, y, remainingX, remainingY, u, v2, u2, v);
}
}
if (remainingY > 0) {
// Top edge.
float u2 = region.getU2();
float v = v2 - remainingY / texture.getHeight();
x = startX;
while (x < endX) {
batch.draw(texture, x, y, regionWidth, remainingY, u, v2, u2, v);
x += regionWidth;
}
}
}
}