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Use more sf::Vector
operations
When dealing with calculations that are fundamentally two dimensional it's helpful to use a 2D data type as much as possible rather than decomposing the calculations into x and y components. The more we use vector operations the better chance we have of easiliy reasoning about what the code is doing.
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@ -279,8 +279,7 @@ public:
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// Spread the coordinates from -480 to +480
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// So they'll always fill the viewport at 800x600
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std::uniform_real_distribution<float> positionDistribution(-480, 480);
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m_pointCloud[i].position.x = positionDistribution(rng);
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m_pointCloud[i].position.y = positionDistribution(rng);
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m_pointCloud[i].position = {positionDistribution(rng), positionDistribution(rng)};
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}
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// Load the texture
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@ -396,8 +396,7 @@ float Font::getKerning(std::uint32_t first, std::uint32_t second, unsigned int c
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const auto secondLsbDelta = static_cast<float>(getGlyph(second, characterSize, bold).lsbDelta);
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// Get the kerning vector if present
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FT_Vector kerning;
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kerning.x = kerning.y = 0;
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FT_Vector kerning{0, 0};
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if (FT_HAS_KERNING(face))
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FT_Get_Kerning(face, index1, index2, FT_KERNING_UNFITTED, &kerning);
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@ -122,8 +122,7 @@ void Image::create(const Vector2u& size, const Color& color)
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std::vector<std::uint8_t>().swap(m_pixels);
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// Assign the new size
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m_size.x = 0;
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m_size.y = 0;
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m_size = {};
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}
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}
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@ -148,8 +147,7 @@ void Image::create(const Vector2u& size, const std::uint8_t* pixels)
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std::vector<std::uint8_t>().swap(m_pixels);
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// Assign the new size
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m_size.x = 0;
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m_size.y = 0;
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m_size = {};
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}
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}
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@ -211,10 +211,9 @@ Vector2f RenderTarget::mapPixelToCoords(const Vector2i& point) const
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Vector2f RenderTarget::mapPixelToCoords(const Vector2i& point, const View& view) const
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{
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// First, convert from viewport coordinates to homogeneous coordinates
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Vector2f normalized;
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const FloatRect viewport = FloatRect(getViewport(view));
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normalized.x = -1.f + 2.f * (static_cast<float>(point.x) - viewport.left) / viewport.width;
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normalized.y = 1.f - 2.f * (static_cast<float>(point.y) - viewport.top) / viewport.height;
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const FloatRect viewport = FloatRect(getViewport(view));
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const Vector2f normalized = Vector2f(-1, 1) +
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Vector2f(2, -2).cwiseMul(Vector2f(point) - viewport.getPosition()).cwiseDiv(viewport.getSize());
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// Then transform by the inverse of the view matrix
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return view.getInverseTransform().transformPoint(normalized);
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@ -235,12 +234,9 @@ Vector2i RenderTarget::mapCoordsToPixel(const Vector2f& point, const View& view)
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const Vector2f normalized = view.getTransform().transformPoint(point);
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// Then convert to viewport coordinates
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Vector2i pixel;
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const FloatRect viewport = FloatRect(getViewport(view));
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pixel.x = static_cast<int>((normalized.x + 1.f) / 2.f * viewport.width + viewport.left);
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pixel.y = static_cast<int>((-normalized.y + 1.f) / 2.f * viewport.height + viewport.top);
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return pixel;
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return Vector2i((normalized.cwiseMul({1, -1}) + sf::Vector2f(1, 1)).cwiseDiv({2, 2}).cwiseMul(viewport.getSize()) +
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viewport.getPosition());
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}
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@ -221,8 +221,7 @@ void Shape::update()
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m_insideBounds = m_vertices.getBounds();
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// Compute the center and make it the first vertex
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m_vertices[0].position.x = m_insideBounds.left + m_insideBounds.width / 2;
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m_vertices[0].position.y = m_insideBounds.top + m_insideBounds.height / 2;
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m_vertices[0].position = m_insideBounds.getPosition() + m_insideBounds.getSize() / 2.f;
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// Color
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updateFillColors();
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@ -270,14 +269,14 @@ void Shape::updateTexCoords()
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for (std::size_t i = 0; i < m_vertices.getVertexCount(); ++i)
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{
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const float xratio = m_insideBounds.width > 0
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? (m_vertices[i].position.x - m_insideBounds.left) / m_insideBounds.width
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: 0;
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const float yratio = m_insideBounds.height > 0
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? (m_vertices[i].position.y - m_insideBounds.top) / m_insideBounds.height
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: 0;
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m_vertices[i].texCoords.x = convertedTextureRect.left + convertedTextureRect.width * xratio;
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m_vertices[i].texCoords.y = convertedTextureRect.top + convertedTextureRect.height * yratio;
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const float xratio = m_insideBounds.width > 0
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? (m_vertices[i].position.x - m_insideBounds.left) / m_insideBounds.width
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: 0;
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const float yratio = m_insideBounds.height > 0
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? (m_vertices[i].position.y - m_insideBounds.top) / m_insideBounds.height
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: 0;
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m_vertices[i].texCoords = convertedTextureRect.getPosition() +
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convertedTextureRect.getSize().cwiseMul({xratio, yratio});
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}
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}
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@ -90,10 +90,8 @@ void View::setViewport(const FloatRect& viewport)
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////////////////////////////////////////////////////////////
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void View::reset(const FloatRect& rectangle)
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{
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m_center.x = rectangle.left + rectangle.width / 2.f;
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m_center.y = rectangle.top + rectangle.height / 2.f;
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m_size.x = rectangle.width;
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m_size.y = rectangle.height;
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m_center = rectangle.getPosition() + rectangle.getSize() / 2.f;
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m_size = rectangle.getSize();
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m_rotation = Angle::Zero;
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m_transformUpdated = false;
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@ -235,8 +235,8 @@ void WindowImplAndroid::forwardEvent(const Event& event)
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if (event.type == Event::GainedFocus)
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{
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WindowImplAndroid::singleInstance->m_size.x = static_cast<unsigned int>(ANativeWindow_getWidth(states.window));
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WindowImplAndroid::singleInstance->m_size.y = static_cast<unsigned int>(ANativeWindow_getHeight(states.window));
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WindowImplAndroid::singleInstance->m_size = Vector2u(
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Vector2i(ANativeWindow_getWidth(states.window), ANativeWindow_getHeight(states.window)));
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WindowImplAndroid::singleInstance->m_windowBeingCreated = true;
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WindowImplAndroid::singleInstance->m_hasFocus = true;
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}
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@ -386,8 +386,7 @@ bool WindowBase::filterEvent(const Event& event)
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if (event.type == Event::Resized)
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{
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// Cache the new size
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m_size.x = event.size.width;
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m_size.y = event.size.height;
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m_size = {event.size.width, event.size.height};
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// Notify the derived class
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onResize();
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