Added functions and overloads to sf::Rect

Slightly changed the sf::View interface


git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1138 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
laurentgom 2009-06-13 21:13:43 +00:00
parent 92e79b8123
commit b86c4627ab
12 changed files with 276 additions and 162 deletions

View File

@ -30,6 +30,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <math.h>
@ -68,6 +69,14 @@ public :
////////////////////////////////////////////////////////////
void SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale);
////////////////////////////////////////////////////////////
/// Build a matrix from a projection
///
/// \param Rectangle : Rectangle defining the region to project
///
////////////////////////////////////////////////////////////
void SetFromProjection(const FloatRect& Rectangle);
////////////////////////////////////////////////////////////
/// Transform a point by the matrix
///

View File

@ -54,6 +54,7 @@ inline Matrix3::Matrix3(float a00, float a01, float a02,
////////////////////////////////////////////////////////////
inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale)
{
// Combine the transformations
float Angle = Rotation * 3.141592654f / 180.f;
float Cos = static_cast<float>(cos(Angle));
float Sin = static_cast<float>(sin(Angle));
@ -64,6 +65,7 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
float Tx = -Center.x * SxCos - Center.y * SySin + Translation.x;
float Ty = Center.x * SxSin - Center.y * SyCos + Translation.y;
// Rebuild the matrix
myData[0] = SxCos; myData[4] = SySin; myData[8] = 0.f; myData[12] = Tx;
myData[1] = -SxSin; myData[5] = SyCos; myData[9] = 0.f; myData[13] = Ty;
myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
@ -71,6 +73,25 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
}
////////////////////////////////////////////////////////////
/// Build a matrix from a projection
////////////////////////////////////////////////////////////
inline void Matrix3::SetFromProjection(const FloatRect& Rectangle)
{
// Projection components
float A = 2.f / Rectangle.GetSize().x;
float B = -2.f / Rectangle.GetSize().y;
float C = -(Rectangle.Left + Rectangle.Right) / Rectangle.GetSize().x;
float D = (Rectangle.Bottom + Rectangle.Top) / Rectangle.GetSize().y;
// Rebuild the projection matrix
myData[0] = A; myData[4] = 0.f; myData[8] = 0.f; myData[12] = C;
myData[1] = 0.f; myData[5] = B; myData[9] = 0.f; myData[13] = D;
myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
}
////////////////////////////////////////////////////////////
/// Transform a point by the matrix
////////////////////////////////////////////////////////////

View File

@ -28,6 +28,7 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Vector2.hpp>
#include <algorithm>
@ -60,20 +61,20 @@ public :
Rect(T LeftCoord, T TopCoord, T RightCoord, T BottomCoord);
////////////////////////////////////////////////////////////
/// Get the width of the rectangle
/// Get the size of the rectangle
///
/// \return Width of rectangle
/// \return Size of rectangle
///
////////////////////////////////////////////////////////////
T GetWidth() const;
Vector2<T> GetSize() const;
////////////////////////////////////////////////////////////
/// Get the height of the rectangle
/// Get the center of the rectangle
///
/// \return Height of rectangle
/// \return Center of rectangle
///
////////////////////////////////////////////////////////////
T GetHeight() const;
Vector2<T> GetCenter() const;
////////////////////////////////////////////////////////////
/// Move the whole rectangle by the given offset
@ -84,6 +85,14 @@ public :
////////////////////////////////////////////////////////////
void Offset(T OffsetX, T OffsetY);
////////////////////////////////////////////////////////////
/// Move the whole rectangle by the given offset
///
/// \param Off : Offset to apply to the current position
///
////////////////////////////////////////////////////////////
void Offset(const Vector2<T>& Off);
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
///
@ -95,16 +104,37 @@ public :
////////////////////////////////////////////////////////////
bool Contains(T X, T Y) const;
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
///
/// \param Point : Point to test
///
/// \return True if the point is inside
///
////////////////////////////////////////////////////////////
bool Contains(const Vector2<T>& Point) const;
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles
///
/// \param Rectangle : Rectangle to test
/// \param OverlappingRect : Rectangle to be filled with overlapping rect (NULL by default)
///
/// \return True if rectangles overlap
///
////////////////////////////////////////////////////////////
bool Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect = NULL) const;
bool Intersects(const Rect<T>& Rectangle) const;
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles and return the
/// resulting rectangle
///
/// \param Rectangle : Rectangle to test
/// \param OverlappingRect : Rectangle to be filled with the overlapping rect
///
/// \return True if rectangles overlap
///
////////////////////////////////////////////////////////////
bool Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const;
////////////////////////////////////////////////////////////
// Member data

View File

@ -52,22 +52,22 @@ Bottom(BottomCoord)
////////////////////////////////////////////////////////////
/// Get the width of the rectangle
/// Get the size of the rectangle
////////////////////////////////////////////////////////////
template <typename T>
T Rect<T>::GetWidth() const
Vector2<T> Rect<T>::GetSize() const
{
return Right - Left;
return Vector2<T>(Right - Left, Bottom - Top);
}
////////////////////////////////////////////////////////////
/// Get the height of the rectangle
/// Get the center of the rectangle
////////////////////////////////////////////////////////////
template <typename T>
T Rect<T>::GetHeight() const
Vector2<T> Rect<T>::GetCenter() const
{
return Bottom - Top;
return Vector2<T>((Left + Right) / 2, (Top + Bottom) / 2);
}
@ -84,6 +84,16 @@ void Rect<T>::Offset(T OffsetX, T OffsetY)
}
////////////////////////////////////////////////////////////
/// Move the whole rectangle by the given offset
////////////////////////////////////////////////////////////
template <typename T>
void Rect<T>::Offset(const Vector2<T>& Off)
{
Offset(Off.x, Off.y);
}
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
////////////////////////////////////////////////////////////
@ -94,14 +104,42 @@ bool Rect<T>::Contains(T X, T Y) const
}
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Contains(const Vector2<T>& Point) const
{
return Contains(Point.x, Point.y);
}
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect) const
bool Rect<T>::Intersects(const Rect<T>& Rectangle) const
{
// Compute overlapping rect
Rect Overlapping(std::max(Left, Rectangle.Left),
Rect<T> Overlapping(std::max(Left, Rectangle.Left),
std::max(Top, Rectangle.Top),
std::min(Right, Rectangle.Right),
std::min(Bottom, Rectangle.Bottom));
// If overlapping rect is valid, then there is intersection
return (Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom);
}
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles and return the
/// resulting rectangle
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const
{
// Compute overlapping rect
Rect<T> Overlapping(std::max(Left, Rectangle.Left),
std::max(Top, Rectangle.Top),
std::min(Right, Rectangle.Right),
std::min(Bottom, Rectangle.Bottom));
@ -109,14 +147,12 @@ bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect) con
// If overlapping rect is valid, then there is intersection
if ((Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom))
{
if (OverlappingRect)
*OverlappingRect = Overlapping;
OverlappingRect = Overlapping;
return true;
}
else
{
if (OverlappingRect)
*OverlappingRect = Rect(0, 0, 0, 0);
OverlappingRect = Rect<T>(0, 0, 0, 0);
return false;
}
}

View File

@ -36,8 +36,6 @@
namespace sf
{
class RenderTarget;
////////////////////////////////////////////////////////////
/// This class defines a view (position, size, etc.);
/// you can consider it as a 2D camera
@ -55,13 +53,30 @@ public :
explicit View(const FloatRect& ViewRect = FloatRect(0, 0, 1000, 1000));
////////////////////////////////////////////////////////////
/// Construct the view from its center and half-size
/// Construct the view from its center and size
///
/// \param Center : Center of the view
/// \param HalfSize : Half-size of the view (from center to corner)
/// \param HalfSize : Size of the view
///
////////////////////////////////////////////////////////////
View(const sf::Vector2f& Center, const sf::Vector2f& HalfSize);
View(const Vector2f& Center, const Vector2f& Size);
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view by its center and size
///
/// \param Center : Center of the view rectangle
/// \param Size : Size of the view rectangle
///
////////////////////////////////////////////////////////////
void SetRect(const Vector2f& Center, const Vector2f& Size);
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view
///
/// \param Rect : Rectangle defining the center and size of the view
///
////////////////////////////////////////////////////////////
void SetRect(const FloatRect& Rect);
////////////////////////////////////////////////////////////
/// Change the center of the view (take 2 values)
@ -78,32 +93,33 @@ public :
/// \param Center : New center
///
////////////////////////////////////////////////////////////
void SetCenter(const sf::Vector2f& Center);
void SetCenter(const Vector2f& Center);
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take 2 values)
/// Change the size of the view (take 2 values)
///
/// \param HalfWidth : New half-width
/// \param HalfHeight : New half-height
/// \param Width : New width
/// \param Height : New height
///
////////////////////////////////////////////////////////////
void SetHalfSize(float HalfWidth, float HalfHeight);
void SetSize(float Width, float Height);
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take a vector)
/// Change the size of the view (take a vector)
///
/// \param HalfSize : New half-size
///
////////////////////////////////////////////////////////////
void SetHalfSize(const sf::Vector2f& HalfSize);
void SetSize(const Vector2f& Size);
////////////////////////////////////////////////////////////
/// Rebuild the view from a rectangle
/// Get the rectangle defining the view,
/// which is the combined center and size.
///
/// \param ViewRect : Rectangle defining the position and size of the view
/// \return View rectangle
///
////////////////////////////////////////////////////////////
void SetFromRect(const FloatRect& ViewRect);
FloatRect GetRect() const;
////////////////////////////////////////////////////////////
/// Get the center of the view
@ -111,23 +127,15 @@ public :
/// \return Center of the view
///
////////////////////////////////////////////////////////////
const sf::Vector2f& GetCenter() const;
const Vector2f& GetCenter() const;
////////////////////////////////////////////////////////////
/// Get the half-size of the view
/// Get the size of the view
///
/// \return Half-size of the view
/// \return Size of the view
///
////////////////////////////////////////////////////////////
const sf::Vector2f& GetHalfSize() const;
////////////////////////////////////////////////////////////
/// Get the bounding rectangle of the view
///
/// \return Bounding rectangle of the view
///
////////////////////////////////////////////////////////////
const sf::FloatRect& GetRect() const;
const Vector2f& GetSize() const;
////////////////////////////////////////////////////////////
/// Move the view (take 2 values)
@ -144,7 +152,7 @@ public :
/// \param Offset : Offset to move the view
///
////////////////////////////////////////////////////////////
void Move(const sf::Vector2f& Offset);
void Move(const Vector2f& Offset);
////////////////////////////////////////////////////////////
/// Resize the view rectangle to simulate a zoom / unzoom effect
@ -154,32 +162,33 @@ public :
////////////////////////////////////////////////////////////
void Zoom(float Factor);
private :
friend class RenderTarget;
////////////////////////////////////////////////////////////
/// Get the projection matrix of the view
///
/// \return Projection matrix containing the view settings
/// \return Projection matrix
///
////////////////////////////////////////////////////////////
const Matrix3& GetMatrix() const;
////////////////////////////////////////////////////////////
/// Recompute the view rectangle and the projection matrix
/// Get the inverse projection matrix of the view
///
/// \return Inverse projection matrix
///
////////////////////////////////////////////////////////////
void RecomputeMatrix();
const Matrix3& GetInverseMatrix() const;
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::Vector2f myCenter; ///< Center of the view
sf::Vector2f myHalfSize; ///< Half-size of the view
FloatRect myRect; ///< Rectangle defining the bounds of the view
Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
sf::Vector2f mySize; ///< Size of the view
mutable Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
mutable Matrix3 myInverseMatrix; ///< Precomputed inverse projection matrix corresponding to the view
mutable bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
mutable bool myNeedInvUpdate; ///< Internal state telling if the matrix needs to be updated
};
} // namespace sf

View File

@ -57,9 +57,9 @@ int main()
sf::Sprite RightPaddle(RightPaddleImage);
sf::Sprite Ball(BallImage);
LeftPaddle.Move(10, (App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y) / 2);
RightPaddle.Move(App.GetView().GetRect().GetWidth() - RightPaddle.GetSize().x - 10, (App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y) / 2);
Ball.Move((App.GetView().GetRect().GetWidth() - Ball.GetSize().x) / 2, (App.GetView().GetRect().GetHeight() - Ball.GetSize().y) / 2);
LeftPaddle.Move(10, (App.GetView().GetSize().y - LeftPaddle.GetSize().y) / 2);
RightPaddle.Move(App.GetView().GetSize().x - RightPaddle.GetSize().x - 10, (App.GetView().GetSize().y - RightPaddle.GetSize().y) / 2);
Ball.Move((App.GetView().GetSize().x - Ball.GetSize().x) / 2, (App.GetView().GetSize().y - Ball.GetSize().y) / 2);
// Define the paddles properties
sf::Clock AITimer;
@ -97,12 +97,12 @@ int main()
// Move the player's paddle
if (App.GetInput().IsKeyDown(sf::Key::Up) && (LeftPaddle.GetPosition().y > 5.f))
LeftPaddle.Move(0.f, -LeftPaddleSpeed * App.GetFrameTime());
if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y - 5.f))
if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetSize().y - LeftPaddle.GetSize().y - 5.f))
LeftPaddle.Move(0.f, LeftPaddleSpeed * App.GetFrameTime());
// Move the computer's paddle
if (((RightPaddleSpeed < 0.f) && (RightPaddle.GetPosition().y > 5.f)) ||
((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y - 5.f)))
((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetSize().y - RightPaddle.GetSize().y - 5.f)))
{
RightPaddle.Move(0.f, RightPaddleSpeed * App.GetFrameTime());
}
@ -127,7 +127,7 @@ int main()
IsPlaying = false;
End.SetText("You lost !\n(press escape to exit)");
}
if (Ball.GetPosition().x + Ball.GetSize().x > App.GetView().GetRect().GetWidth())
if (Ball.GetPosition().x + Ball.GetSize().x > App.GetView().GetSize().x)
{
IsPlaying = false;
End.SetText("You won !\n(press escape to exit)");
@ -138,11 +138,11 @@ int main()
BallAngle = -BallAngle;
Ball.SetY(0.1f);
}
if (Ball.GetPosition().y + Ball.GetSize().y > App.GetView().GetRect().GetHeight())
if (Ball.GetPosition().y + Ball.GetSize().y > App.GetView().GetSize().y)
{
BallSound.Play();
BallAngle = -BallAngle;
Ball.SetY(App.GetView().GetRect().GetHeight() - Ball.GetSize().y - 0.1f);
Ball.SetY(App.GetView().GetSize().y - Ball.GetSize().y - 0.1f);
}
// Check the collisions between the ball and the paddles

View File

@ -381,7 +381,7 @@ void Drawable::Draw(RenderTarget& Target) const
// We have to use glBlendFuncSeparate so that the resulting alpha is
// not alpha², which is incorrect and would cause problems when rendering
// alpha pixels to a RenderImage that would be in turn rendered to another render target
// alpha pixels to a RenderImage that would be in turn be rendered to another render target
switch (myBlendMode)
{
case Blend::Alpha :

View File

@ -288,7 +288,7 @@ void Image::Copy(const Image& Source, unsigned int DestX, unsigned int DestY, co
// Adjust the source rectangle
IntRect SrcRect = SourceRect;
if (SrcRect.GetWidth() == 0 || (SrcRect.GetHeight() == 0))
if (SrcRect.GetSize().x == 0 || (SrcRect.GetSize().y == 0))
{
SrcRect.Left = 0;
SrcRect.Top = 0;
@ -304,8 +304,8 @@ void Image::Copy(const Image& Source, unsigned int DestX, unsigned int DestY, co
}
// Then find the valid bounds of the destination rectangle
int Width = SrcRect.GetWidth();
int Height = SrcRect.GetHeight();
int Width = SrcRect.GetSize().x;
int Height = SrcRect.GetSize().y;
if (DestX + Width > myWidth) Width = myWidth - DestX;
if (DestY + Height > myHeight) Height = myHeight - DestY;
@ -368,7 +368,7 @@ bool Image::CopyScreen(RenderWindow& Window, const IntRect& SourceRect)
{
// Adjust the source rectangle
IntRect SrcRect = SourceRect;
if (SrcRect.GetWidth() == 0 || (SrcRect.GetHeight() == 0))
if (SrcRect.GetSize().x == 0 || (SrcRect.GetSize().y == 0))
{
SrcRect.Left = 0;
SrcRect.Top = 0;
@ -384,8 +384,8 @@ bool Image::CopyScreen(RenderWindow& Window, const IntRect& SourceRect)
}
// Store the texture dimensions
myWidth = SrcRect.GetWidth();
myHeight = SrcRect.GetHeight();
myWidth = SrcRect.GetSize().x;
myHeight = SrcRect.GetSize().y;
// We can then create the texture
if (Window.SetActive() && CreateTexture())

View File

@ -175,7 +175,7 @@ void RenderTarget::Initialize()
SetRenderStates();
// Setup the default view
myDefaultView.SetFromRect(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
myDefaultView.SetRect(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
SetView(myDefaultView);
Activate(false);

View File

@ -142,13 +142,15 @@ sf::Vector2f RenderWindow::ConvertCoords(unsigned int WindowX, unsigned int Wind
if (!TargetView)
TargetView = &GetView();
float Left = TargetView->GetCenter().x - TargetView->GetHalfSize().x;
float Top = TargetView->GetCenter().y - TargetView->GetHalfSize().y;
float Right = TargetView->GetCenter().x + TargetView->GetHalfSize().x;
float Bottom = TargetView->GetCenter().y + TargetView->GetHalfSize().y;
// First, convert from viewport coordinates to homogeneous coordinates:
// --> [0, Width] to [-1, 1]
// --> [0, Height] to [1, -1]
Vector2f Coords;
Coords.x = -1.f + 2.f * WindowX / GetWidth();
Coords.y = 1.f - 2.f * WindowY / GetHeight();
return sf::Vector2f(Left + WindowX * (Right - Left) / GetWidth(),
Top + WindowY * (Bottom - Top) / GetHeight());
// Then transform by the inverse of the view matrix
return TargetView->GetInverseMatrix().Transform(Coords);
}

View File

@ -88,8 +88,8 @@ void Sprite::SetSubRect(const IntRect& SubRect)
////////////////////////////////////////////////////////////
void Sprite::Resize(float Width, float Height)
{
int LocalWidth = mySubRect.GetWidth();
int LocalHeight = mySubRect.GetHeight();
int LocalWidth = mySubRect.GetSize().x;
int LocalHeight = mySubRect.GetSize().y;
if ((LocalWidth > 0) && (LocalHeight > 0))
SetScale(Width / LocalWidth, Height / LocalHeight);
@ -147,7 +147,7 @@ const IntRect& Sprite::GetSubRect() const
////////////////////////////////////////////////////////////
Vector2f Sprite::GetSize() const
{
return Vector2f(mySubRect.GetWidth() * GetScale().x, mySubRect.GetHeight() * GetScale().y);
return Vector2f(mySubRect.GetSize().x * GetScale().x, mySubRect.GetSize().y * GetScale().y);
}
@ -162,8 +162,8 @@ Color Sprite::GetPixel(unsigned int X, unsigned int Y) const
unsigned int ImageX = mySubRect.Left + X;
unsigned int ImageY = mySubRect.Top + Y;
if (myIsFlippedX) ImageX = mySubRect.GetWidth() - ImageX - 1;
if (myIsFlippedY) ImageY = mySubRect.GetHeight() - ImageY - 1;
if (myIsFlippedX) ImageX = mySubRect.GetSize().x - ImageX - 1;
if (myIsFlippedY) ImageY = mySubRect.GetSize().y - ImageY - 1;
return myImage->GetPixel(ImageX, ImageY) * GetColor();
}
@ -180,8 +180,8 @@ Color Sprite::GetPixel(unsigned int X, unsigned int Y) const
void Sprite::Render(RenderTarget&) const
{
// Get the sprite size
float Width = static_cast<float>(mySubRect.GetWidth());
float Height = static_cast<float>(mySubRect.GetHeight());
float Width = static_cast<float>(mySubRect.GetSize().x);
float Height = static_cast<float>(mySubRect.GetSize().y);
// Check if the image is valid
if (myImage && (myImage->GetWidth() > 0) && (myImage->GetHeight() > 0))

View File

@ -26,7 +26,6 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/View.hpp>
#include <algorithm>
namespace sf
@ -34,24 +33,46 @@ namespace sf
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
////////////////////////////////////////////////////////////
View::View(const FloatRect& ViewRect)
View::View(const FloatRect& Rect)
{
SetFromRect(ViewRect);
SetRect(Rect);
}
////////////////////////////////////////////////////////////
/// Construct the view from its center and half-size
/// Construct the view from its center and size
////////////////////////////////////////////////////////////
View::View(const sf::Vector2f& Center, const sf::Vector2f& HalfSize) :
View::View(const Vector2f& Center, const Vector2f& Size) :
myCenter (Center),
myHalfSize (HalfSize),
myNeedUpdate(true)
mySize (Size),
myNeedUpdate (true),
myNeedInvUpdate(true)
{
}
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view by its center and size
////////////////////////////////////////////////////////////
void View::SetRect(const Vector2f& Center, const Vector2f& Size)
{
myCenter = Center;
mySize = Size;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view
////////////////////////////////////////////////////////////
void View::SetRect(const FloatRect& Rect)
{
SetRect(Rect.GetCenter(), Rect.GetSize());
}
////////////////////////////////////////////////////////////
/// Change the center of the view (take 2 values)
////////////////////////////////////////////////////////////
@ -60,76 +81,68 @@ void View::SetCenter(float X, float Y)
myCenter.x = X;
myCenter.y = Y;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Change the center of the view (take a vector)
////////////////////////////////////////////////////////////
void View::SetCenter(const sf::Vector2f& Center)
void View::SetCenter(const Vector2f& Center)
{
SetCenter(Center.x, Center.y);
}
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take 2 values)
/// Change the size of the view (take 2 values)
////////////////////////////////////////////////////////////
void View::SetHalfSize(float HalfWidth, float HalfHeight)
void View::SetSize(float Width, float Height)
{
myHalfSize.x = HalfWidth;
myHalfSize.y = HalfHeight;
mySize.x = Width;
mySize.y = Height;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take a vector)
/// Change the size of the view (take a vector)
////////////////////////////////////////////////////////////
void View::SetHalfSize(const sf::Vector2f& HalfSize)
void View::SetSize(const Vector2f& Size)
{
SetHalfSize(HalfSize.x, HalfSize.y);
SetSize(Size.x, Size.y);
}
////////////////////////////////////////////////////////////
/// Rebuild the view from a rectangle
/// Get the rectangle defining the view,
/// which is the combined center and size.
////////////////////////////////////////////////////////////
void View::SetFromRect(const FloatRect& ViewRect)
FloatRect View::GetRect() const
{
SetCenter( (ViewRect.Right + ViewRect.Left) / 2, (ViewRect.Bottom + ViewRect.Top) / 2);
SetHalfSize((ViewRect.Right - ViewRect.Left) / 2, (ViewRect.Bottom - ViewRect.Top) / 2);
return FloatRect(myCenter.x - mySize.x / 2,
myCenter.y - mySize.y / 2,
myCenter.x + mySize.x / 2,
myCenter.y + mySize.y / 2);
}
////////////////////////////////////////////////////////////
/// Get the center of the view
////////////////////////////////////////////////////////////
const sf::Vector2f& View::GetCenter() const
const Vector2f& View::GetCenter() const
{
return myCenter;
}
////////////////////////////////////////////////////////////
/// Get the half-size of the view
/// Get the size of the view
////////////////////////////////////////////////////////////
const sf::Vector2f& View::GetHalfSize() const
const Vector2f& View::GetSize() const
{
return myHalfSize;
}
////////////////////////////////////////////////////////////
/// Get the bounding rectangle of the view
////////////////////////////////////////////////////////////
const sf::FloatRect& View::GetRect() const
{
// Recompute it if needed
if (myNeedUpdate)
const_cast<View*>(this)->RecomputeMatrix();
return myRect;
return mySize;
}
@ -141,13 +154,14 @@ void View::Move(float OffsetX, float OffsetY)
myCenter.x += OffsetX;
myCenter.y += OffsetY;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Move the view (take a vector)
////////////////////////////////////////////////////////////
void View::Move(const sf::Vector2f& Offset)
void View::Move(const Vector2f& Offset)
{
Move(Offset.x, Offset.y);
}
@ -160,8 +174,9 @@ void View::Zoom(float Factor)
{
if (Factor != 0)
{
myHalfSize /= Factor;
mySize /= Factor;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
}
@ -173,36 +188,28 @@ const Matrix3& View::GetMatrix() const
{
// Recompute the matrix if needed
if (myNeedUpdate)
const_cast<View*>(this)->RecomputeMatrix();
{
myMatrix.SetFromProjection(GetRect());
myNeedUpdate = false;
}
return myMatrix;
}
////////////////////////////////////////////////////////////
/// Recompute the view rectangle and the projection matrix
/// Get the inverse projection matrix of the view
////////////////////////////////////////////////////////////
void View::RecomputeMatrix()
const Matrix3& View::GetInverseMatrix() const
{
// Compute the 4 corners of the view
float Left = myCenter.x - myHalfSize.x;
float Top = myCenter.y - myHalfSize.y;
float Right = myCenter.x + myHalfSize.x;
float Bottom = myCenter.y + myHalfSize.y;
// Recompute the matrix if needed
if (myNeedInvUpdate)
{
myInverseMatrix = GetMatrix().GetInverse();
myNeedInvUpdate = false;
}
// Update the view rectangle - be careful, reversed views are allowed !
myRect.Left = std::min(Left, Right);
myRect.Top = std::min(Top, Bottom);
myRect.Right = std::max(Left, Right);
myRect.Bottom = std::max(Top, Bottom);
// Update the projection matrix
myMatrix(0, 0) = 2.f / (Right - Left);
myMatrix(1, 1) = 2.f / (Top - Bottom);
myMatrix(0, 2) = (Left + Right) / (Left - Right);
myMatrix(1, 2) = (Bottom + Top) / (Bottom - Top);
myNeedUpdate = false;
return myInverseMatrix;
}
} // namespace sf