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
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@ -30,6 +30,7 @@
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <math.h>
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@ -68,6 +69,14 @@ public :
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////////////////////////////////////////////////////////////
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void SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale);
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////////////////////////////////////////////////////////////
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/// Build a matrix from a projection
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///
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/// \param Rectangle : Rectangle defining the region to project
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///
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////////////////////////////////////////////////////////////
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void SetFromProjection(const FloatRect& Rectangle);
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////////////////////////////////////////////////////////////
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/// Transform a point by the matrix
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///
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@ -54,6 +54,7 @@ inline Matrix3::Matrix3(float a00, float a01, float a02,
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////////////////////////////////////////////////////////////
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inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale)
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{
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// Combine the transformations
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float Angle = Rotation * 3.141592654f / 180.f;
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float Cos = static_cast<float>(cos(Angle));
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float Sin = static_cast<float>(sin(Angle));
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@ -64,6 +65,7 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
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float Tx = -Center.x * SxCos - Center.y * SySin + Translation.x;
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float Ty = Center.x * SxSin - Center.y * SyCos + Translation.y;
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// Rebuild the matrix
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myData[0] = SxCos; myData[4] = SySin; myData[8] = 0.f; myData[12] = Tx;
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myData[1] = -SxSin; myData[5] = SyCos; myData[9] = 0.f; myData[13] = Ty;
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myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
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@ -71,6 +73,25 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
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}
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////////////////////////////////////////////////////////////
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/// Build a matrix from a projection
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////////////////////////////////////////////////////////////
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inline void Matrix3::SetFromProjection(const FloatRect& Rectangle)
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{
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// Projection components
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float A = 2.f / Rectangle.GetSize().x;
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float B = -2.f / Rectangle.GetSize().y;
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float C = -(Rectangle.Left + Rectangle.Right) / Rectangle.GetSize().x;
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float D = (Rectangle.Bottom + Rectangle.Top) / Rectangle.GetSize().y;
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// Rebuild the projection matrix
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myData[0] = A; myData[4] = 0.f; myData[8] = 0.f; myData[12] = C;
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myData[1] = 0.f; myData[5] = B; myData[9] = 0.f; myData[13] = D;
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myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
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myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
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}
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////////////////////////////////////////////////////////////
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/// Transform a point by the matrix
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////////////////////////////////////////////////////////////
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@ -28,6 +28,7 @@
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/System/Vector2.hpp>
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#include <algorithm>
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@ -60,20 +61,20 @@ public :
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Rect(T LeftCoord, T TopCoord, T RightCoord, T BottomCoord);
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////////////////////////////////////////////////////////////
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/// Get the width of the rectangle
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/// Get the size of the rectangle
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///
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/// \return Width of rectangle
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/// \return Size of rectangle
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///
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////////////////////////////////////////////////////////////
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T GetWidth() const;
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Vector2<T> GetSize() const;
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////////////////////////////////////////////////////////////
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/// Get the height of the rectangle
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/// Get the center of the rectangle
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///
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/// \return Height of rectangle
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/// \return Center of rectangle
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///
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////////////////////////////////////////////////////////////
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T GetHeight() const;
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Vector2<T> GetCenter() const;
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////////////////////////////////////////////////////////////
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/// Move the whole rectangle by the given offset
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@ -84,6 +85,14 @@ public :
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////////////////////////////////////////////////////////////
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void Offset(T OffsetX, T OffsetY);
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////////////////////////////////////////////////////////////
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/// Move the whole rectangle by the given offset
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///
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/// \param Off : Offset to apply to the current position
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///
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////////////////////////////////////////////////////////////
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void Offset(const Vector2<T>& Off);
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////////////////////////////////////////////////////////////
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/// Check if a point is inside the rectangle's area
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///
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@ -95,16 +104,37 @@ public :
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////////////////////////////////////////////////////////////
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bool Contains(T X, T Y) const;
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////////////////////////////////////////////////////////////
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/// Check if a point is inside the rectangle's area
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///
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/// \param Point : Point to test
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///
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/// \return True if the point is inside
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///
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////////////////////////////////////////////////////////////
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bool Contains(const Vector2<T>& Point) const;
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////////////////////////////////////////////////////////////
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/// Check intersection between two rectangles
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///
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/// \param Rectangle : Rectangle to test
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/// \param OverlappingRect : Rectangle to be filled with overlapping rect (NULL by default)
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///
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/// \return True if rectangles overlap
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///
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////////////////////////////////////////////////////////////
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bool Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect = NULL) const;
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bool Intersects(const Rect<T>& Rectangle) const;
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////////////////////////////////////////////////////////////
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/// Check intersection between two rectangles and return the
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/// resulting rectangle
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///
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/// \param Rectangle : Rectangle to test
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/// \param OverlappingRect : Rectangle to be filled with the overlapping rect
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///
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/// \return True if rectangles overlap
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///
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////////////////////////////////////////////////////////////
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bool Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const;
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////////////////////////////////////////////////////////////
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// Member data
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@ -52,22 +52,22 @@ Bottom(BottomCoord)
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////////////////////////////////////////////////////////////
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/// Get the width of the rectangle
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/// Get the size of the rectangle
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////////////////////////////////////////////////////////////
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template <typename T>
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T Rect<T>::GetWidth() const
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Vector2<T> Rect<T>::GetSize() const
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{
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return Right - Left;
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return Vector2<T>(Right - Left, Bottom - Top);
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}
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////////////////////////////////////////////////////////////
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/// Get the height of the rectangle
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/// Get the center of the rectangle
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////////////////////////////////////////////////////////////
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template <typename T>
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T Rect<T>::GetHeight() const
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Vector2<T> Rect<T>::GetCenter() const
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{
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return Bottom - Top;
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return Vector2<T>((Left + Right) / 2, (Top + Bottom) / 2);
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}
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@ -84,6 +84,16 @@ void Rect<T>::Offset(T OffsetX, T OffsetY)
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}
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////////////////////////////////////////////////////////////
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/// Move the whole rectangle by the given offset
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////////////////////////////////////////////////////////////
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template <typename T>
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void Rect<T>::Offset(const Vector2<T>& Off)
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{
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Offset(Off.x, Off.y);
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}
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////////////////////////////////////////////////////////////
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/// Check if a point is inside the rectangle's area
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////////////////////////////////////////////////////////////
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@ -94,14 +104,42 @@ bool Rect<T>::Contains(T X, T Y) const
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}
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////////////////////////////////////////////////////////////
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/// Check if a point is inside the rectangle's area
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////////////////////////////////////////////////////////////
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template <typename T>
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bool Rect<T>::Contains(const Vector2<T>& Point) const
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{
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return Contains(Point.x, Point.y);
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}
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////////////////////////////////////////////////////////////
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/// Check intersection between two rectangles
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////////////////////////////////////////////////////////////
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template <typename T>
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bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect) const
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bool Rect<T>::Intersects(const Rect<T>& Rectangle) const
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{
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// Compute overlapping rect
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Rect Overlapping(std::max(Left, Rectangle.Left),
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Rect<T> Overlapping(std::max(Left, Rectangle.Left),
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std::max(Top, Rectangle.Top),
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std::min(Right, Rectangle.Right),
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std::min(Bottom, Rectangle.Bottom));
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// If overlapping rect is valid, then there is intersection
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return (Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom);
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}
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////////////////////////////////////////////////////////////
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/// Check intersection between two rectangles and return the
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/// resulting rectangle
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////////////////////////////////////////////////////////////
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template <typename T>
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bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const
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{
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// Compute overlapping rect
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Rect<T> Overlapping(std::max(Left, Rectangle.Left),
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std::max(Top, Rectangle.Top),
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std::min(Right, Rectangle.Right),
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std::min(Bottom, Rectangle.Bottom));
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@ -109,14 +147,12 @@ bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>* OverlappingRect) con
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// If overlapping rect is valid, then there is intersection
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if ((Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom))
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{
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if (OverlappingRect)
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*OverlappingRect = Overlapping;
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OverlappingRect = Overlapping;
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return true;
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}
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else
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{
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if (OverlappingRect)
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*OverlappingRect = Rect(0, 0, 0, 0);
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OverlappingRect = Rect<T>(0, 0, 0, 0);
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return false;
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}
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}
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@ -36,10 +36,8 @@
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namespace sf
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{
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class RenderTarget;
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////////////////////////////////////////////////////////////
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/// This class defines a view (position, size, etc.) ;
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/// This class defines a view (position, size, etc.);
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/// you can consider it as a 2D camera
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////////////////////////////////////////////////////////////
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class SFML_API View
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@ -55,13 +53,30 @@ public :
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explicit View(const FloatRect& ViewRect = FloatRect(0, 0, 1000, 1000));
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////////////////////////////////////////////////////////////
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/// Construct the view from its center and half-size
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/// Construct the view from its center and size
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///
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/// \param Center : Center of the view
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/// \param HalfSize : Half-size of the view (from center to corner)
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/// \param HalfSize : Size of the view
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///
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////////////////////////////////////////////////////////////
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View(const sf::Vector2f& Center, const sf::Vector2f& HalfSize);
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View(const Vector2f& Center, const Vector2f& Size);
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////////////////////////////////////////////////////////////
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/// Set the rectangle defining the view by its center and size
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///
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/// \param Center : Center of the view rectangle
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/// \param Size : Size of the view rectangle
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///
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////////////////////////////////////////////////////////////
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void SetRect(const Vector2f& Center, const Vector2f& Size);
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////////////////////////////////////////////////////////////
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/// Set the rectangle defining the view
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///
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/// \param Rect : Rectangle defining the center and size of the view
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///
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////////////////////////////////////////////////////////////
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void SetRect(const FloatRect& Rect);
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////////////////////////////////////////////////////////////
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/// Change the center of the view (take 2 values)
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@ -78,32 +93,33 @@ public :
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/// \param Center : New center
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///
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////////////////////////////////////////////////////////////
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void SetCenter(const sf::Vector2f& Center);
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void SetCenter(const Vector2f& Center);
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////////////////////////////////////////////////////////////
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/// Change the half-size of the view (take 2 values)
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/// Change the size of the view (take 2 values)
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///
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/// \param HalfWidth : New half-width
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/// \param HalfHeight : New half-height
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/// \param Width : New width
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/// \param Height : New height
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///
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////////////////////////////////////////////////////////////
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void SetHalfSize(float HalfWidth, float HalfHeight);
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void SetSize(float Width, float Height);
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////////////////////////////////////////////////////////////
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/// Change the half-size of the view (take a vector)
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/// Change the size of the view (take a vector)
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///
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/// \param HalfSize : New half-size
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///
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////////////////////////////////////////////////////////////
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void SetHalfSize(const sf::Vector2f& HalfSize);
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void SetSize(const Vector2f& Size);
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////////////////////////////////////////////////////////////
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/// Rebuild the view from a rectangle
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/// Get the rectangle defining the view,
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/// which is the combined center and size.
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///
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/// \param ViewRect : Rectangle defining the position and size of the view
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/// \return View rectangle
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///
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////////////////////////////////////////////////////////////
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void SetFromRect(const FloatRect& ViewRect);
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FloatRect GetRect() const;
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////////////////////////////////////////////////////////////
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/// Get the center of the view
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@ -111,23 +127,15 @@ public :
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/// \return Center of the view
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///
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////////////////////////////////////////////////////////////
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const sf::Vector2f& GetCenter() const;
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const Vector2f& GetCenter() const;
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////////////////////////////////////////////////////////////
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/// Get the half-size of the view
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/// Get the size of the view
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///
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/// \return Half-size of the view
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/// \return Size of the view
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///
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////////////////////////////////////////////////////////////
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const sf::Vector2f& GetHalfSize() const;
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////////////////////////////////////////////////////////////
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/// Get the bounding rectangle of the view
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///
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/// \return Bounding rectangle of the view
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///
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////////////////////////////////////////////////////////////
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const sf::FloatRect& GetRect() const;
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const Vector2f& GetSize() const;
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////////////////////////////////////////////////////////////
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/// Move the view (take 2 values)
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@ -144,7 +152,7 @@ public :
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/// \param Offset : Offset to move the view
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///
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////////////////////////////////////////////////////////////
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void Move(const sf::Vector2f& Offset);
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void Move(const Vector2f& Offset);
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////////////////////////////////////////////////////////////
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/// Resize the view rectangle to simulate a zoom / unzoom effect
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@ -154,32 +162,33 @@ public :
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////////////////////////////////////////////////////////////
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void Zoom(float Factor);
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private :
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friend class RenderTarget;
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////////////////////////////////////////////////////////////
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/// Get the projection matrix of the view
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///
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/// \return Projection matrix containing the view settings
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/// \return Projection matrix
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///
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////////////////////////////////////////////////////////////
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const Matrix3& GetMatrix() const;
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////////////////////////////////////////////////////////////
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/// Recompute the view rectangle and the projection matrix
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/// Get the inverse projection matrix of the view
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///
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/// \return Inverse projection matrix
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///
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////////////////////////////////////////////////////////////
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void RecomputeMatrix();
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const Matrix3& GetInverseMatrix() const;
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private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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sf::Vector2f myCenter; ///< Center of the view
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sf::Vector2f myHalfSize; ///< Half-size of the view
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FloatRect myRect; ///< Rectangle defining the bounds of the view
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Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
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bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
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sf::Vector2f mySize; ///< Size of the view
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mutable Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
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mutable Matrix3 myInverseMatrix; ///< Precomputed inverse projection matrix corresponding to the view
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mutable bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
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mutable bool myNeedInvUpdate; ///< Internal state telling if the matrix needs to be updated
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};
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} // namespace sf
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@ -57,9 +57,9 @@ int main()
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sf::Sprite RightPaddle(RightPaddleImage);
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sf::Sprite Ball(BallImage);
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LeftPaddle.Move(10, (App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y) / 2);
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RightPaddle.Move(App.GetView().GetRect().GetWidth() - RightPaddle.GetSize().x - 10, (App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y) / 2);
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Ball.Move((App.GetView().GetRect().GetWidth() - Ball.GetSize().x) / 2, (App.GetView().GetRect().GetHeight() - Ball.GetSize().y) / 2);
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LeftPaddle.Move(10, (App.GetView().GetSize().y - LeftPaddle.GetSize().y) / 2);
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RightPaddle.Move(App.GetView().GetSize().x - RightPaddle.GetSize().x - 10, (App.GetView().GetSize().y - RightPaddle.GetSize().y) / 2);
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Ball.Move((App.GetView().GetSize().x - Ball.GetSize().x) / 2, (App.GetView().GetSize().y - Ball.GetSize().y) / 2);
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// Define the paddles properties
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sf::Clock AITimer;
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@ -97,12 +97,12 @@ int main()
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// Move the player's paddle
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if (App.GetInput().IsKeyDown(sf::Key::Up) && (LeftPaddle.GetPosition().y > 5.f))
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LeftPaddle.Move(0.f, -LeftPaddleSpeed * App.GetFrameTime());
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if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - LeftPaddle.GetSize().y - 5.f))
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if (App.GetInput().IsKeyDown(sf::Key::Down) && (LeftPaddle.GetPosition().y < App.GetView().GetSize().y - LeftPaddle.GetSize().y - 5.f))
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LeftPaddle.Move(0.f, LeftPaddleSpeed * App.GetFrameTime());
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// Move the computer's paddle
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if (((RightPaddleSpeed < 0.f) && (RightPaddle.GetPosition().y > 5.f)) ||
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((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetRect().GetHeight() - RightPaddle.GetSize().y - 5.f)))
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((RightPaddleSpeed > 0.f) && (RightPaddle.GetPosition().y < App.GetView().GetSize().y - RightPaddle.GetSize().y - 5.f)))
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{
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RightPaddle.Move(0.f, RightPaddleSpeed * App.GetFrameTime());
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}
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@ -127,7 +127,7 @@ int main()
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IsPlaying = false;
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End.SetText("You lost !\n(press escape to exit)");
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}
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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
|
||||
|
@ -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 :
|
||||
|
@ -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())
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
@ -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))
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user