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FS#10 - Add rotation to sf::View
Slightly changed the public interface of sf::View git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1152 4e206d99-4929-0410-ac5d-dfc041789085
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@ -72,10 +72,12 @@ public :
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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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/// \param Center : Center of the view
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/// \param Size : Size of the view
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/// \param Rotation : Angle of rotation of the view rectangle, in degrees
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///
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////////////////////////////////////////////////////////////
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void SetFromProjection(const FloatRect& Rectangle);
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void SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation);
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////////////////////////////////////////////////////////////
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/// Transform a point by the matrix
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@ -76,17 +76,24 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
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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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inline void Matrix3::SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation)
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{
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// Rotation components
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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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float Tx = -Center.x * Cos - Center.y * Sin + Center.x;
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float Ty = Center.x * Sin - Center.y * Cos + Center.y;
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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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float A = 2.f / Size.x;
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float B = -2.f / Size.y;
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float C = -A * Center.x;
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float D = -B * Center.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[0] = A * Cos; myData[4] = A * Sin; myData[8] = 0.f; myData[12] = A * Tx + C;
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myData[1] = -B * Sin; myData[5] = B * Cos; myData[9] = 0.f; myData[13] = B * Ty + 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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@ -37,20 +37,33 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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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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/// This class defines a 2D view. A view is like a camera,
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/// which defines what part of the scene is shown and
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/// where it is shown.
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/// A sf::View is defined by the following components:
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/// its source rectangle in the scene, an optional rotation
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/// to apply to the source rectangle, and the destination
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/// rectangle where it will be displayed, in the render target
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/// that it is attached to.
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////////////////////////////////////////////////////////////
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class SFML_API View
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{
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public :
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////////////////////////////////////////////////////////////
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/// Construct the view from a rectangle
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///
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/// \param ViewRect : Rectangle defining the position and size of the view (1000x1000 by default)
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/// Default constructor
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/// Constructs a default view of (0, 0, 1000, 1000)
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///
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////////////////////////////////////////////////////////////
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explicit View(const FloatRect& ViewRect = FloatRect(0, 0, 1000, 1000));
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View();
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////////////////////////////////////////////////////////////
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/// Construct the view from a rectangle
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///
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/// \param Rectangle : Rectangle defining the view
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///
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////////////////////////////////////////////////////////////
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explicit View(const FloatRect& Rectangle);
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////////////////////////////////////////////////////////////
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/// Construct the view from its center and size
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@ -62,24 +75,7 @@ public :
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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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/// Change the center of the view
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///
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/// \param X : X coordinate of the new center
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/// \param Y : Y coordinate of the new center
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@ -88,7 +84,7 @@ public :
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void SetCenter(float X, float Y);
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////////////////////////////////////////////////////////////
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/// Change the center of the view (take a vector)
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/// Change the center of the view
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///
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/// \param Center : New center
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///
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@ -96,7 +92,7 @@ public :
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void SetCenter(const Vector2f& Center);
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////////////////////////////////////////////////////////////
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/// Change the size of the view (take 2 values)
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/// Change the size of the view
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///
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/// \param Width : New width
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/// \param Height : New height
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@ -105,7 +101,7 @@ public :
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void SetSize(float Width, float Height);
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////////////////////////////////////////////////////////////
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/// Change the size of the view (take a vector)
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/// Change the size of the view
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///
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/// \param HalfSize : New half-size
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///
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@ -113,13 +109,21 @@ public :
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void SetSize(const Vector2f& Size);
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////////////////////////////////////////////////////////////
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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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/// Set the angle of rotation of the view
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///
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/// \return View rectangle
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/// \param Angle : New angle, in degrees
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///
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////////////////////////////////////////////////////////////
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FloatRect GetRect() const;
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void SetRotation(float Angle);
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////////////////////////////////////////////////////////////
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/// Reset the view to the given rectangle.
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/// Note: this function resets the rotation angle to 0.
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///
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/// \param Rectangle : Rectangle defining the view
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///
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////////////////////////////////////////////////////////////
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void Reset(const FloatRect& Rectangle);
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////////////////////////////////////////////////////////////
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/// Get the center of the view
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@ -138,7 +142,7 @@ public :
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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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/// Move the view
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///
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/// \param OffsetX : Offset to move the view, on X axis
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/// \param OffsetY : Offset to move the view, on Y axis
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@ -147,17 +151,25 @@ public :
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void Move(float OffsetX, float OffsetY);
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////////////////////////////////////////////////////////////
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/// Move the view (take a vector)
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/// Move the view
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///
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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 Vector2f& Offset);
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////////////////////////////////////////////////////////////
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/// Rotate the view
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///
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/// \param Angle : Angle to rotate, in degrees
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///
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////////////////////////////////////////////////////////////
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void Rotate(float Angle);
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////////////////////////////////////////////////////////////
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/// Resize the view rectangle to simulate a zoom / unzoom effect
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///
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/// \param Factor : Zoom factor to apply, relative to the current zoom
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/// \param Factor : Zoom factor to apply, relative to the current size
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///
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////////////////////////////////////////////////////////////
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void Zoom(float Factor);
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@ -183,8 +195,9 @@ 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 mySize; ///< Size of the view
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Vector2f myCenter; ///< Center of the view, in scene coordinates
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Vector2f mySize; ///< Size of the view, in scene coordinates
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float myRotation; ///< Angle of rotation of the view rectangle, in degrees
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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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@ -60,7 +60,7 @@ private :
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// Adjust the size of the default view when the widget is resized
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if (Event.Type == sf::Event::Resized)
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{
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GetDefaultView().SetRect(sf::FloatRect(0, 0, Event.Size.Width, Event.Size.Height));
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GetDefaultView().Reset(sf::FloatRect(0, 0, Event.Size.Width, Event.Size.Height));
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}
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}
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@ -303,13 +303,16 @@ void PostFX::Render(RenderTarget& Target) const
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IntRect FrameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
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FloatRect TexCoords = myFrameBuffer.GetTexCoords(FrameBufferRect);
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// Set the projection matrix to the identity so that the screen coordinates are in the range [-1, 1]
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GLCheck(glMatrixMode(GL_PROJECTION));
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GLCheck(glLoadIdentity());
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// Render a fullscreen quad using the effect on our framebuffer
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FloatRect Screen = Target.GetView().GetRect();
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glBegin(GL_QUADS);
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glTexCoord2f(TexCoords.Left, TexCoords.Top); glVertex2f(Screen.Left, Screen.Top);
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glTexCoord2f(TexCoords.Right, TexCoords.Top); glVertex2f(Screen.Right, Screen.Top);
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glTexCoord2f(TexCoords.Right, TexCoords.Bottom); glVertex2f(Screen.Right, Screen.Bottom);
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glTexCoord2f(TexCoords.Left, TexCoords.Bottom); glVertex2f(Screen.Left, Screen.Bottom);
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glTexCoord2f(TexCoords.Left, TexCoords.Top); glVertex2f(-1, 1);
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glTexCoord2f(TexCoords.Right, TexCoords.Top); glVertex2f( 1, 1);
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glTexCoord2f(TexCoords.Right, TexCoords.Bottom); glVertex2f( 1, -1);
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glTexCoord2f(TexCoords.Left, TexCoords.Bottom); glVertex2f(-1, -1);
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glEnd();
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// Disable program
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@ -175,7 +175,7 @@ void RenderTarget::Initialize()
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SetRenderStates();
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// Setup the default view
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myDefaultView.SetRect(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
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myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
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SetView(myDefaultView);
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Activate(false);
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@ -30,12 +30,32 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// Constructs a default view of (0, 0, 1000, 1000)
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////////////////////////////////////////////////////////////
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View::View() :
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myCenter (),
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mySize (),
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myRotation (0),
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myNeedUpdate (true),
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myNeedInvUpdate(true)
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{
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Reset(FloatRect(0, 0, 1000, 1000));
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}
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////////////////////////////////////////////////////////////
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/// Construct the view from a rectangle
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////////////////////////////////////////////////////////////
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View::View(const FloatRect& Rect)
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View::View(const FloatRect& Rectangle) :
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myCenter (),
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mySize (),
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myRotation (0),
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myNeedUpdate (true),
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myNeedInvUpdate(true)
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{
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SetRect(Rect);
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Reset(Rectangle);
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}
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@ -45,36 +65,15 @@ View::View(const FloatRect& Rect)
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View::View(const Vector2f& Center, const Vector2f& Size) :
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myCenter (Center),
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mySize (Size),
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myRotation (0),
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myNeedUpdate (true),
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myNeedInvUpdate(true)
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{
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}
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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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void View::SetRect(const Vector2f& Center, const Vector2f& Size)
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{
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myCenter = Center;
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mySize = Size;
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myNeedUpdate = true;
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myNeedInvUpdate = true;
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}
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////////////////////////////////////////////////////////////
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/// Set the rectangle defining the view
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////////////////////////////////////////////////////////////
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void View::SetRect(const FloatRect& Rect)
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{
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SetRect(Rect.GetCenter(), Rect.GetSize());
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}
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////////////////////////////////////////////////////////////
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/// Change the center of the view (take 2 values)
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/// Change the center of the view
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////////////////////////////////////////////////////////////
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void View::SetCenter(float X, float Y)
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{
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@ -86,7 +85,7 @@ void View::SetCenter(float X, float Y)
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////////////////////////////////////////////////////////////
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/// Change the center of the view (take a vector)
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/// Change the center of the view
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////////////////////////////////////////////////////////////
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void View::SetCenter(const Vector2f& Center)
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{
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@ -95,7 +94,7 @@ void View::SetCenter(const Vector2f& Center)
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////////////////////////////////////////////////////////////
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/// Change the size of the view (take 2 values)
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/// Change the size of the view
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////////////////////////////////////////////////////////////
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void View::SetSize(float Width, float Height)
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{
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@ -107,7 +106,7 @@ void View::SetSize(float Width, float Height)
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////////////////////////////////////////////////////////////
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/// Change the size of the view (take a vector)
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/// Change the size of the view
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////////////////////////////////////////////////////////////
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void View::SetSize(const Vector2f& Size)
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{
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@ -116,15 +115,25 @@ void View::SetSize(const Vector2f& Size)
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////////////////////////////////////////////////////////////
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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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/// Set the angle of rotation of the view
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////////////////////////////////////////////////////////////
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FloatRect View::GetRect() const
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void View::SetRotation(float Angle)
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{
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return FloatRect(myCenter.x - mySize.x / 2,
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myCenter.y - mySize.y / 2,
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myCenter.x + mySize.x / 2,
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myCenter.y + mySize.y / 2);
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myRotation = Angle;
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myNeedUpdate = true;
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myNeedInvUpdate = true;
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}
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////////////////////////////////////////////////////////////
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/// Reset the view to the given rectangle
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////////////////////////////////////////////////////////////
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void View::Reset(const FloatRect& Rectangle)
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{
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myCenter = Rectangle.GetCenter();
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mySize = Rectangle.GetSize();
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myNeedUpdate = true;
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myNeedInvUpdate = true;
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}
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@ -147,7 +156,7 @@ const Vector2f& View::GetSize() const
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////////////////////////////////////////////////////////////
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/// Move the view (take 2 values)
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/// Move the view
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////////////////////////////////////////////////////////////
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void View::Move(float OffsetX, float OffsetY)
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{
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@ -159,7 +168,7 @@ void View::Move(float OffsetX, float OffsetY)
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////////////////////////////////////////////////////////////
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/// Move the view (take a vector)
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/// Move the view
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////////////////////////////////////////////////////////////
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void View::Move(const Vector2f& Offset)
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{
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@ -167,17 +176,26 @@ void View::Move(const Vector2f& Offset)
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}
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////////////////////////////////////////////////////////////
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/// Rotate the view
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////////////////////////////////////////////////////////////
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void View::Rotate(float Angle)
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{
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myRotation += Angle;
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myNeedUpdate = true;
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myNeedInvUpdate = true;
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}
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////////////////////////////////////////////////////////////
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/// Resize the view rectangle to simulate a zoom / unzoom effect
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////////////////////////////////////////////////////////////
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void View::Zoom(float Factor)
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{
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if (Factor != 0)
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{
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mySize /= Factor;
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mySize.x *= Factor;
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mySize.y *= Factor;
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myNeedUpdate = true;
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myNeedInvUpdate = true;
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}
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}
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@ -189,7 +207,7 @@ const Matrix3& View::GetMatrix() const
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// Recompute the matrix if needed
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if (myNeedUpdate)
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{
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myMatrix.SetFromProjection(GetRect());
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myMatrix.SetFromProjection(myCenter, mySize, myRotation);
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myNeedUpdate = false;
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}
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