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RenderTarget::convertCoords now takes a Vector2i argument
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@ -144,13 +144,12 @@ public :
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/// This version uses the current view of the render target.
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/// See the other overload to specify a custom view.
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///
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/// \param x X coordinate of the point to convert, relative to the render target
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/// \param y Y coordinate of the point to convert, relative to the render target
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/// \param point Point to convert, relative to the render target
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///
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/// \return The converted point, in "world" units
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///
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////////////////////////////////////////////////////////////
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Vector2f convertCoords(unsigned int x, unsigned int y) const;
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Vector2f convertCoords(const Vector2i& point) const;
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from target coordinates to view coordinates
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@ -169,14 +168,13 @@ public :
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/// overload of the function to use the current view of the render
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/// target.
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///
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/// \param x X coordinate of the point to convert, relative to the render target
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/// \param y Y coordinate of the point to convert, relative to the render target
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/// \param point Point to convert, relative to the render target
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/// \param view The view to use for converting the point
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///
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/// \return The converted point, in "world" units
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///
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////////////////////////////////////////////////////////////
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Vector2f convertCoords(unsigned int x, unsigned int y, const View& view) const;
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Vector2f convertCoords(const Vector2i& point, const View& view) const;
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////////////////////////////////////////////////////////////
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/// \brief Draw a drawable object to the render-target
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@ -100,20 +100,20 @@ IntRect RenderTarget::getViewport(const View& view) const
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////////////////////////////////////////////////////////////
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Vector2f RenderTarget::convertCoords(unsigned int x, unsigned int y) const
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Vector2f RenderTarget::convertCoords(const Vector2i& point) const
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{
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return convertCoords(x, y, getView());
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return convertCoords(point, getView());
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}
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////////////////////////////////////////////////////////////
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Vector2f RenderTarget::convertCoords(unsigned int x, unsigned int y, const View& view) const
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Vector2f RenderTarget::convertCoords(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 coords;
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IntRect viewport = getViewport(view);
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coords.x = -1.f + 2.f * (static_cast<int>(x) - viewport.left) / viewport.width;
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coords.y = 1.f - 2.f * (static_cast<int>(y) - viewport.top) / viewport.height;
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coords.x = -1.f + 2.f * (point.x - viewport.left) / viewport.width;
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coords.y = 1.f - 2.f * (point.y - viewport.top) / viewport.height;
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// Then transform by the inverse of the view matrix
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return view.getInverseTransform().transformPoint(coords);
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