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Ability to have different radii for each corner of a rounded rectangle #7154

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141 changes: 114 additions & 27 deletions src/gameobjects/shape/rectangle/Rectangle.js
Original file line number Diff line number Diff line change
Expand Up @@ -55,30 +55,52 @@ var Rectangle = new Class({
Shape.call(this, scene, 'Rectangle', new GeomRectangle(0, 0, width, height));

/**
* The radius of the rectangle if this is set to use rounded corners.
* The radius of the top-left corner of the rectangle.
*
* Do not modify this property. Instead, call the method `setRounded` to set the
* radius of the rounded corners.
*
* @name Phaser.GameObjects.Shape#radius
* @name Phaser.GameObjects.Rectangle#radiusTopLeft
* @type {number}
* @readonly
* @since 3.90.0
*/
this.radius = 20;
this.radiusTopLeft = 0;

/**
* Does this Rectangle have rounded corners?
* The radius of the top-right corner of the rectangle.
*
* Do not modify this property. Instead, call the method `setRounded` to set the
* radius state of this rectangle.
* radius of the rounded corners.
*
* @name Phaser.GameObjects.Rectangle#radiusTopRight
* @type {number}
* @readonly
*/
this.radiusTopRight = 0;

/**
* The radius of the bottom-left corner of the rectangle.
*
* Do not modify this property. Instead, call the method `setRounded` to set the
* radius of the rounded corners.
*
* @name Phaser.GameObjects.Rectangle#radiusBottomLeft
* @type {number}
* @readonly
*/
this.radiusBottomLeft = 0;

/**
* The radius of the bottom-right corner of the rectangle.
*
* Do not modify this property. Instead, call the method `setRounded` to set the
* radius of the rounded corners.
*
* @name Phaser.GameObjects.Shape#isRounded
* @type {boolean}
* @name Phaser.GameObjects.Rectangle#radiusBottomRight
* @type {number}
* @readonly
* @since 3.90.0
*/
this.isRounded = false;
this.radiusBottomRight = 0;

this.setPosition(x, y);
this.setSize(width, height);
Expand All @@ -92,26 +114,85 @@ var Rectangle = new Class({
this.updateData();
},

/**
* The radius of all the corners of the rectangle if this is set to use rounded corners.
* Return `radiusTopLeft` when read this radius property.
*
* @name Phaser.GameObjects.Shape#radius
* @type {number}
* @since 3.90.0
*/
radius: {

get: function ()
{
return this.radiusTopLeft;
},

set: function (value)
{
this.setRounded(value, value, value, value);
}

},

/**
* Does this Rectangle have rounded corners?
*
* It checks to see if the 4 radius properties are set to 0.
* This indicates that a Rectangle isn't rounded.
*
* @name Phaser.GameObjects.Shape#isRounded
* @type {boolean}
* @readonly
* @since 3.90.0
*/
isRounded: {

get: function ()
{
return (
this.radiusTopLeft !== 0 ||
this.radiusTopRight !== 0 ||
this.radiusBottomLeft !== 0 ||
this.radiusBottomRight !== 0
);
}

},

/**
* Sets this rectangle to have rounded corners by specifying the radius of the corner.
*
* The radius of the rounded corners is limited by the smallest dimension of the rectangle.
*
* To disable rounded corners, set the `radius` parameter to 0.
* To disable rounded corners, set the `topLeft` parameter to 0.
*
* @method Phaser.GameObjects.Rectangle#setRounded
* @since 3.90.0
*
* @param {number} [radius=16] - The radius of all four rounded corners.
* @param {number} [topLeft=16] - The radius of the top-left corner. If no other values are given this value is applied evenly, setting all corners to this radius.
* @param {number} [topRight] - The radius of the top-right corner.
* @param {number} [bottomLeft] - The radius of the bottom-left corner.
* @param {number} [bottomRight] - The radius of the bottom-right corner.
*
* @return {this} This Game Object instance.
*/
setRounded: function (radius)
setRounded: function (topLeft, topRight, bottomLeft, bottomRight)
{
if (radius === undefined) { radius = 16; }
if (topLeft === undefined) { topLeft = 16; }

if (topRight === undefined)
{
topRight = topLeft;
bottomLeft = topLeft;
bottomRight = topLeft;
}

this.radius = radius;
this.isRounded = radius > 0;
this.radiusTopLeft = topLeft;
this.radiusTopRight = topRight;
this.radiusBottomLeft = bottomLeft;
this.radiusBottomRight = bottomRight;

return this.updateRoundedData();
},
Expand Down Expand Up @@ -210,36 +291,42 @@ var Rectangle = new Class({

// Limit max radius to half the smallest dimension
var maxRadius = Math.min(halfWidth, halfHeight);
var radius = Math.min(this.radius, maxRadius);
var tl = Math.min(this.radiusTopLeft, maxRadius);
var tr = Math.min(this.radiusTopRight, maxRadius);
var bl = Math.min(this.radiusBottomLeft, maxRadius);
var br = Math.min(this.radiusBottomRight, maxRadius);

var x = halfWidth;
var y = halfHeight;

// The number of segments is based on radius (more segments = larger radius)
var segments = Math.max(1, Math.floor(radius / 5));
// Ensure minimum smoothness for small radii while preventing excessive tessellation
var tlSegments = Math.max(4, Math.min(16, Math.ceil(tl / 2)));
var trSegments = Math.max(4, Math.min(16, Math.ceil(tr / 2)));
var blSegments = Math.max(4, Math.min(16, Math.ceil(bl / 2)));
var brSegments = Math.max(4, Math.min(16, Math.ceil(br / 2)));

// Create points going clockwise from top-left

// Top-left corner
this.arcTo(path, x - halfWidth + radius, y - halfHeight + radius, radius, Math.PI, Math.PI * 1.5, segments);
this.arcTo(path, x - halfWidth + tl, y - halfHeight + tl, tl, Math.PI, Math.PI * 1.5, tlSegments);

// Top edge and top-right corner
path.push(x + halfWidth - radius, y - halfHeight);
path.push(x + halfWidth - tr, y - halfHeight);

this.arcTo(path, x + halfWidth - radius, y - halfHeight + radius, radius, Math.PI * 1.5, Math.PI * 2, segments);
this.arcTo(path, x + halfWidth - tr, y - halfHeight + tr, tr, Math.PI * 1.5, Math.PI * 2, trSegments);

// Right edge and bottom-right corner
path.push(x + halfWidth, y + halfHeight - radius);
path.push(x + halfWidth, y + halfHeight - br);

this.arcTo(path, x + halfWidth - radius, y + halfHeight - radius, radius, 0, Math.PI * 0.5, segments);
this.arcTo(path, x + halfWidth - br, y + halfHeight - br, br, 0, Math.PI * 0.5, brSegments);

// Bottom edge and bottom-left corner
path.push(x - halfWidth + radius, y + halfHeight);
path.push(x - halfWidth + bl, y + halfHeight);

this.arcTo(path, x - halfWidth + radius, y + halfHeight - radius, radius, Math.PI * 0.5, Math.PI, segments);
this.arcTo(path, x - halfWidth + bl, y + halfHeight - bl, bl, Math.PI * 0.5, Math.PI, blSegments);

// Left edge (connects back to first point)
path.push(x - halfWidth, y - halfHeight + radius);
path.push(x - halfWidth, y - halfHeight + tl);

this.pathIndexes = Earcut(path);
this.pathData = path;
Expand Down
115 changes: 89 additions & 26 deletions src/gameobjects/shape/rectangle/RectangleCanvasRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -8,38 +8,81 @@ var FillStyleCanvas = require('../FillStyleCanvas');
var LineStyleCanvas = require('../LineStyleCanvas');
var SetTransform = require('../../../renderer/canvas/utils/SetTransform');

var DrawRoundedRect = function (ctx, x, y, width, height, radius)
var DrawRoundedRect = function (ctx, x, y, width, height, tlRadius, trRadius, blRadius, brRadius)
{
// Limit radius to half of the smaller dimension
var maxRadius = Math.min(width / 2, height / 2);
var r = Math.min(radius, maxRadius);

if (r === 0)
var tl = Math.min(tlRadius, maxRadius);
var tr = Math.min(trRadius, maxRadius);
var bl = Math.min(blRadius, maxRadius);
var br = Math.min(brRadius, maxRadius);

if (tl === 0 && tr === 0 && bl === 0 && br === 0)
{
// Fall back to normal rectangle if radius is 0
ctx.rect(x, y, width, height);
return;
}

// Start at top-left, after the corner
ctx.moveTo(x + r, y);

// Top edge and top-right corner
ctx.lineTo(x + width - r, y);
ctx.arcTo(x + width, y, x + width, y + r, r);

// Right edge and bottom-right corner
ctx.lineTo(x + width, y + height - r);
ctx.arcTo(x + width, y + height, x + width - r, y + height, r);

// Bottom edge and bottom-left corner
ctx.lineTo(x + r, y + height);
ctx.arcTo(x, y + height, x, y + height - r, r);

// Left edge and top-left corner
ctx.lineTo(x, y + r);
ctx.arcTo(x, y, x + r, y, r);


if (tl === 0)
{
// Start at top-left
ctx.moveTo(x, y);
}
else
{
// Start at top-left, after the corner
ctx.moveTo(x + tl, y);
}

if (tr === 0)
{
// Top edge
ctx.lineTo(x + width, y);
}
else
{
// Top edge and top-right corner
ctx.lineTo(x + width - tr, y);
ctx.arcTo(x + width, y, x + width, y + tr, tr);
}

if (br === 0)
{
// Right edge
ctx.lineTo(x + width, y + height);
}
else
{
// Right edge and bottom-right corner
ctx.lineTo(x + width, y + height - br);
ctx.arcTo(x + width, y + height, x + width - br, y + height, br);
}

if (bl === 0)
{
// Bottom edge
ctx.lineTo(x, y + height);
}
else
{
// Bottom edge and bottom-left corner
ctx.lineTo(x + bl, y + height);
ctx.arcTo(x, y + height, x, y + height - bl, bl);
}

if (tl === 0)
{
// Left edge
ctx.lineTo(x, y);
}
else
{
// Left edge and top-left corner
ctx.lineTo(x, y + tl);
ctx.arcTo(x, y, x + tl, y, tl);
}

ctx.closePath();
};

Expand Down Expand Up @@ -75,7 +118,17 @@ var RectangleCanvasRenderer = function (renderer, src, camera, parentMatrix)
if (src.isRounded)
{
ctx.beginPath();
DrawRoundedRect(ctx, -dx, -dy, src.width, src.height, src.radius);
DrawRoundedRect(
ctx,
-dx,
-dy,
src.width,
src.height,
src.radiusTopLeft,
src.radiusTopRight,
src.radiusBottomLeft,
src.radiusBottomRight
);
ctx.fill();
}
else
Expand All @@ -97,7 +150,17 @@ var RectangleCanvasRenderer = function (renderer, src, camera, parentMatrix)

if (src.isRounded)
{
DrawRoundedRect(ctx, -dx, -dy, src.width, src.height, src.radius);
DrawRoundedRect(
ctx,
-dx,
-dy,
src.width,
src.height,
src.radiusTopLeft,
src.radiusTopRight,
src.radiusBottomLeft,
src.radiusBottomRight
);
}
else
{
Expand Down