mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
Remove redundant APIs taking '(x, y)' in favour of ones taking 'sf::Vector'
This commit is contained in:
parent
bb854fa739
commit
e9e353a7b2
@ -87,8 +87,8 @@ int main(int argc, char *argv[])
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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sf::Sprite image(texture);
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sf::Sprite image(texture);
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image.setPosition(screen.width / 2, screen.height / 2);
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image.setPosition({screen.width / 2.f, screen.height / 2.f});
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image.setOrigin(texture.getSize().x/2, texture.getSize().y/2);
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image.setOrigin({texture.getSize().x / 2.f, texture.getSize().y / 2.f});
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sf::Font font;
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sf::Font font;
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if (!font.loadFromFile("tuffy.ttf"))
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if (!font.loadFromFile("tuffy.ttf"))
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@ -96,7 +96,7 @@ int main(int argc, char *argv[])
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sf::Text text("Tap anywhere to move the logo.", font, 64);
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sf::Text text("Tap anywhere to move the logo.", font, 64);
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text.setFillColor(sf::Color::Black);
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text.setFillColor(sf::Color::Black);
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text.setPosition(10, 10);
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text.setPosition({10, 10});
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sf::View view = window.getDefaultView();
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sf::View view = window.getDefaultView();
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@ -124,7 +124,7 @@ int main(int argc, char *argv[])
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break;
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break;
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case sf::Event::Resized:
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case sf::Event::Resized:
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view.setSize(event.size.width, event.size.height);
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view.setSize(event.size.width, event.size.height);
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view.setCenter(event.size.width/2, event.size.height/2);
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view.setCenter({event.size.width / 2.f, event.size.height / 2.f});
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window.setView(view);
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window.setView(view);
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break;
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break;
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case sf::Event::LostFocus:
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case sf::Event::LostFocus:
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@ -145,7 +145,7 @@ int main(int argc, char *argv[])
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case sf::Event::TouchBegan:
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case sf::Event::TouchBegan:
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if (event.touch.finger == 0)
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if (event.touch.finger == 0)
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{
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{
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image.setPosition(event.touch.x, event.touch.y);
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image.setPosition({static_cast<float>(event.touch.x), static_cast<float>(event.touch.y)});
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#if defined(USE_JNI)
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#if defined(USE_JNI)
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vibrate(sf::milliseconds(10));
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vibrate(sf::milliseconds(10));
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#endif
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#endif
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@ -48,7 +48,7 @@ struct SFMLmainWindow
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sf::FloatRect rect = sprite.getLocalBounds();
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sf::FloatRect rect = sprite.getLocalBounds();
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sf::Vector2f size(rect.width, rect.height);
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sf::Vector2f size(rect.width, rect.height);
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sprite.setOrigin(size / 2.f);
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sprite.setOrigin(size / 2.f);
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sprite.scale(0.3, 0.3);
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sprite.scale({0.3f, 0.3f});
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unsigned int ww = renderWindow.getSize().x;
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unsigned int ww = renderWindow.getSize().x;
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unsigned int wh = renderWindow.getSize().y;
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unsigned int wh = renderWindow.getSize().y;
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@ -162,10 +162,10 @@ struct SFMLmainWindow
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// Scaling
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// Scaling
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/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
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/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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self.mainWindow->sprite.scale(1.01f, 1.01f);
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self.mainWindow->sprite.scale({1.01f, 1.01f});
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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self.mainWindow->sprite.scale(0.99f, 0.99f);
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self.mainWindow->sprite.scale({0.99f, 0.99f});
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// Clear the window, display some stuff and display it into our view.
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// Clear the window, display some stuff and display it into our view.
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@ -114,7 +114,7 @@ int main()
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hudText.setFillColor(sf::Color::White);
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hudText.setFillColor(sf::Color::White);
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hudText.setOutlineColor(sf::Color::Black);
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hudText.setOutlineColor(sf::Color::Black);
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hudText.setOutlineThickness(2.0f);
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hudText.setOutlineThickness(2.0f);
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hudText.setPosition(5.0f, 5.0f);
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hudText.setPosition({5.0f, 5.0f});
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// Staging buffer for our terrain data that we will upload to our VertexBuffer
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// Staging buffer for our terrain data that we will upload to our VertexBuffer
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std::vector<sf::Vertex> terrainStagingBuffer;
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std::vector<sf::Vertex> terrainStagingBuffer;
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@ -158,7 +158,7 @@ int main()
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}
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}
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// Center the status text
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// Center the status text
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statusText.setPosition((windowWidth - statusText.getLocalBounds().width) / 2.f, (windowHeight - statusText.getLocalBounds().height) / 2.f);
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statusText.setPosition({(windowWidth - statusText.getLocalBounds().width) / 2.f, (windowHeight - statusText.getLocalBounds().height) / 2.f});
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// Set up an array of pointers to our settings for arrow navigation
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// Set up an array of pointers to our settings for arrow navigation
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Setting settings[] =
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Setting settings[] =
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@ -101,8 +101,8 @@ int main()
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sstr.setf(std::ios::fixed | std::ios::boolalpha);
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sstr.setf(std::ios::fixed | std::ios::boolalpha);
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// Set up our joystick identification sf::Text objects
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// Set up our joystick identification sf::Text objects
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texts["ID"].label.setPosition(5.f, 5.f);
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texts["ID"].label.setPosition({5.f, 5.f});
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texts["ID"].value.setPosition(80.f, 5.f);
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texts["ID"].value.setPosition({80.f, 5.f});
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texts["ID"].label.setString("<Not Connected>");
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texts["ID"].label.setString("<Not Connected>");
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texts["ID"].value.setString("");
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texts["ID"].value.setString("");
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@ -111,8 +111,8 @@ int main()
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sstr.str("");
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sstr.str("");
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sstr << threshold << " (Change with up/down arrow keys)";
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sstr << threshold << " (Change with up/down arrow keys)";
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texts["Threshold"].label.setPosition(5.f, 5.f + 2 * font.getLineSpacing(14));
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texts["Threshold"].label.setPosition({5.f, 5.f + 2 * font.getLineSpacing(14)});
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texts["Threshold"].value.setPosition(80.f, 5.f + 2 * font.getLineSpacing(14));
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texts["Threshold"].value.setPosition({80.f, 5.f + 2 * font.getLineSpacing(14)});
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texts["Threshold"].label.setString("Threshold:");
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texts["Threshold"].label.setString("Threshold:");
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texts["Threshold"].value.setString(sstr.str());
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texts["Threshold"].value.setString(sstr.str());
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@ -122,10 +122,10 @@ int main()
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{
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{
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JoystickObject& object = texts[axislabels[i]];
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JoystickObject& object = texts[axislabels[i]];
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object.label.setPosition(5.f, 5.f + (static_cast<float>(i + 4) * font.getLineSpacing(14)));
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object.label.setPosition({5.f, 5.f + (static_cast<float>(i + 4) * font.getLineSpacing(14))});
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object.label.setString(std::string(axislabels[i]) + ":");
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object.label.setString(std::string(axislabels[i]) + ":");
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object.value.setPosition(80.f, 5.f + (static_cast<float>(i + 4) * font.getLineSpacing(14)));
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object.value.setPosition({80.f, 5.f + (static_cast<float>(i + 4) * font.getLineSpacing(14))});
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object.value.setString("N/A");
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object.value.setString("N/A");
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}
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}
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@ -135,10 +135,10 @@ int main()
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sstr << "Button " << i;
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sstr << "Button " << i;
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JoystickObject& object = texts[sstr.str()];
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JoystickObject& object = texts[sstr.str()];
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object.label.setPosition(5.f, 5.f + (static_cast<float>(sf::Joystick::AxisCount + i + 4) * font.getLineSpacing(14)));
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object.label.setPosition({5.f, 5.f + (static_cast<float>(sf::Joystick::AxisCount + i + 4) * font.getLineSpacing(14))});
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object.label.setString(sstr.str() + ":");
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object.label.setString(sstr.str() + ":");
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object.value.setPosition(80.f, 5.f + (static_cast<float>(sf::Joystick::AxisCount + i + 4) * font.getLineSpacing(14)));
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object.value.setPosition({80.f, 5.f + (static_cast<float>(sf::Joystick::AxisCount + i + 4) * font.getLineSpacing(14))});
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object.value.setString("N/A");
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object.value.setString("N/A");
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}
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}
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@ -66,9 +66,9 @@ int main()
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text.setFillColor(sf::Color(255, 255, 255, 170));
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text.setFillColor(sf::Color(255, 255, 255, 170));
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sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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text.setPosition(280.f, 450.f);
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text.setPosition({280.f, 450.f});
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sRgbInstructions.setPosition(175.f, 500.f);
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sRgbInstructions.setPosition({175.f, 500.f});
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mipmapInstructions.setPosition(200.f, 550.f);
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mipmapInstructions.setPosition({200.f, 550.f});
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// Load a texture to apply to our 3D cube
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// Load a texture to apply to our 3D cube
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sf::Texture texture;
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sf::Texture texture;
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@ -50,7 +50,7 @@ public:
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else
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else
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{
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{
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sf::Text error("Shader not\nsupported", getFont());
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sf::Text error("Shader not\nsupported", getFont());
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error.setPosition(320.f, 200.f);
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error.setPosition({320.f, 200.f});
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error.setCharacterSize(36);
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error.setCharacterSize(36);
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target.draw(error, states);
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target.draw(error, states);
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}
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}
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@ -90,7 +90,7 @@ public:
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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m_text.setFont(getFont());
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m_text.setFont(getFont());
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m_text.setCharacterSize(22);
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m_text.setCharacterSize(22);
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m_text.setPosition(30, 20);
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m_text.setPosition({30.f, 20.f});
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// Load the shader
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// Load the shader
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if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
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if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
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@ -203,7 +203,7 @@ public:
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// Initialize the background sprite
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// Initialize the background sprite
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m_backgroundSprite.setTexture(m_backgroundTexture);
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m_backgroundSprite.setTexture(m_backgroundTexture);
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m_backgroundSprite.setPosition(135, 100);
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m_backgroundSprite.setPosition({135.f, 100.f});
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// Load the moving entities
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// Load the moving entities
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for (int i = 0; i < 6; ++i)
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for (int i = 0; i < 6; ++i)
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@ -306,7 +306,7 @@ public:
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// Reset our transformation matrix
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// Reset our transformation matrix
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m_transform = sf::Transform::Identity;
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m_transform = sf::Transform::Identity;
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// Move to the center of the window
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// Move to the center of the window
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m_transform.translate(400, 300);
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m_transform.translate({400.f, 300.f});
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// Rotate everything based on cursor position
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// Rotate everything based on cursor position
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m_transform.rotate(x * 360.f);
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m_transform.rotate(x * 360.f);
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@ -374,17 +374,17 @@ int main()
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if (!textBackgroundTexture.loadFromFile("resources/text-background.png"))
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if (!textBackgroundTexture.loadFromFile("resources/text-background.png"))
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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sf::Sprite textBackground(textBackgroundTexture);
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sf::Sprite textBackground(textBackgroundTexture);
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textBackground.setPosition(0, 520);
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textBackground.setPosition({0.f, 520.f});
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textBackground.setColor(sf::Color(255, 255, 255, 200));
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textBackground.setColor(sf::Color(255, 255, 255, 200));
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// Create the description text
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// Create the description text
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sf::Text description("Current effect: " + effects[current]->getName(), font, 20);
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sf::Text description("Current effect: " + effects[current]->getName(), font, 20);
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description.setPosition(10, 530);
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description.setPosition({10.f, 530.f});
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description.setFillColor(sf::Color(80, 80, 80));
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description.setFillColor(sf::Color(80, 80, 80));
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// Create the instructions text
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// Create the instructions text
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sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
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sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
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instructions.setPosition(280, 555);
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instructions.setPosition({280.f, 555.f});
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instructions.setFillColor(sf::Color(80, 80, 80));
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instructions.setFillColor(sf::Color(80, 80, 80));
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// Start the game loop
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// Start the game loop
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@ -55,7 +55,7 @@ int main()
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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sf::Sprite sfmlLogo;
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sf::Sprite sfmlLogo;
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sfmlLogo.setTexture(sfmlLogoTexture);
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sfmlLogo.setTexture(sfmlLogoTexture);
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sfmlLogo.setPosition(170, 50);
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sfmlLogo.setPosition({170.f, 50.f});
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// Create the left paddle
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// Create the left paddle
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sf::RectangleShape leftPaddle;
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sf::RectangleShape leftPaddle;
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@ -79,7 +79,7 @@ int main()
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ball.setOutlineThickness(2);
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ball.setOutlineThickness(2);
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ball.setOutlineColor(sf::Color::Black);
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ball.setOutlineColor(sf::Color::Black);
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ball.setFillColor(sf::Color::White);
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ball.setFillColor(sf::Color::White);
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ball.setOrigin(ballRadius / 2, ballRadius / 2);
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ball.setOrigin({ballRadius / 2.f, ballRadius / 2.f});
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// Load the text font
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// Load the text font
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sf::Font font;
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sf::Font font;
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@ -90,7 +90,7 @@ int main()
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sf::Text pauseMessage;
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sf::Text pauseMessage;
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pauseMessage.setFont(font);
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pauseMessage.setFont(font);
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pauseMessage.setCharacterSize(40);
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pauseMessage.setCharacterSize(40);
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pauseMessage.setPosition(170.f, 200.f);
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pauseMessage.setPosition({170.f, 200.f});
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pauseMessage.setFillColor(sf::Color::White);
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pauseMessage.setFillColor(sf::Color::White);
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#ifdef SFML_SYSTEM_IOS
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#ifdef SFML_SYSTEM_IOS
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@ -134,9 +134,9 @@ int main()
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clock.restart();
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clock.restart();
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// Reset the position of the paddles and ball
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// Reset the position of the paddles and ball
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leftPaddle.setPosition(10.f + paddleSize.x / 2.f, gameHeight / 2.f);
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leftPaddle.setPosition({10.f + paddleSize.x / 2.f, gameHeight / 2.f});
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rightPaddle.setPosition(gameWidth - 10.f - paddleSize.x / 2.f, gameHeight / 2.f);
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rightPaddle.setPosition({gameWidth - 10.f - paddleSize.x / 2.f, gameHeight / 2.f});
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ball.setPosition(gameWidth / 2.f, gameHeight / 2.f);
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ball.setPosition({gameWidth / 2.f, gameHeight / 2.f});
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// Reset the ball angle
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// Reset the ball angle
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do
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do
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@ -153,7 +153,7 @@ int main()
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{
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{
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sf::View view;
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sf::View view;
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view.setSize(gameWidth, gameHeight);
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view.setSize(gameWidth, gameHeight);
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view.setCenter(gameWidth / 2.f, gameHeight /2.f);
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view.setCenter({gameWidth / 2.f, gameHeight / 2.f});
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window.setView(view);
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window.setView(view);
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}
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}
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}
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}
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@ -166,26 +166,26 @@ int main()
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) &&
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) &&
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(leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f))
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(leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f))
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{
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{
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leftPaddle.move(0.f, -paddleSpeed * deltaTime);
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leftPaddle.move({0.f, -paddleSpeed * deltaTime});
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) &&
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) &&
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(leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))
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(leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))
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{
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{
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leftPaddle.move(0.f, paddleSpeed * deltaTime);
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leftPaddle.move({0.f, paddleSpeed * deltaTime});
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}
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}
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if (sf::Touch::isDown(0))
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if (sf::Touch::isDown(0))
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{
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{
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sf::Vector2i pos = sf::Touch::getPosition(0);
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sf::Vector2i pos = sf::Touch::getPosition(0);
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sf::Vector2f mappedPos = window.mapPixelToCoords(pos);
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sf::Vector2f mappedPos = window.mapPixelToCoords(pos);
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leftPaddle.setPosition(leftPaddle.getPosition().x, mappedPos.y);
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leftPaddle.setPosition({leftPaddle.getPosition().x, mappedPos.y});
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}
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}
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// Move the computer's paddle
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// Move the computer's paddle
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if (((rightPaddleSpeed < 0.f) && (rightPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) ||
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if (((rightPaddleSpeed < 0.f) && (rightPaddle.getPosition().y - paddleSize.y / 2 > 5.f)) ||
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((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)))
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((rightPaddleSpeed > 0.f) && (rightPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f)))
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{
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{
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rightPaddle.move(0.f, rightPaddleSpeed * deltaTime);
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rightPaddle.move({0.f, rightPaddleSpeed * deltaTime});
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}
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}
|
||||||
|
|
||||||
// Update the computer's paddle direction according to the ball position
|
// Update the computer's paddle direction according to the ball position
|
||||||
@ -202,7 +202,7 @@ int main()
|
|||||||
|
|
||||||
// Move the ball
|
// Move the ball
|
||||||
float factor = ballSpeed * deltaTime;
|
float factor = ballSpeed * deltaTime;
|
||||||
ball.move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
|
ball.move({std::cos(ballAngle) * factor, std::sin(ballAngle) * factor});
|
||||||
|
|
||||||
#ifdef SFML_SYSTEM_IOS
|
#ifdef SFML_SYSTEM_IOS
|
||||||
const std::string inputString = "Touch the screen to restart.";
|
const std::string inputString = "Touch the screen to restart.";
|
||||||
@ -225,13 +225,13 @@ int main()
|
|||||||
{
|
{
|
||||||
ballSound.play();
|
ballSound.play();
|
||||||
ballAngle = -ballAngle;
|
ballAngle = -ballAngle;
|
||||||
ball.setPosition(ball.getPosition().x, ballRadius + 0.1f);
|
ball.setPosition({ball.getPosition().x, ballRadius + 0.1f});
|
||||||
}
|
}
|
||||||
if (ball.getPosition().y + ballRadius > gameHeight)
|
if (ball.getPosition().y + ballRadius > gameHeight)
|
||||||
{
|
{
|
||||||
ballSound.play();
|
ballSound.play();
|
||||||
ballAngle = -ballAngle;
|
ballAngle = -ballAngle;
|
||||||
ball.setPosition(ball.getPosition().x, gameHeight - ballRadius - 0.1f);
|
ball.setPosition({ball.getPosition().x, gameHeight - ballRadius - 0.1f});
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check the collisions between the ball and the paddles
|
// Check the collisions between the ball and the paddles
|
||||||
@ -247,7 +247,7 @@ int main()
|
|||||||
ballAngle = pi - ballAngle - static_cast<float>(std::rand() % 20) * pi / 180;
|
ballAngle = pi - ballAngle - static_cast<float>(std::rand() % 20) * pi / 180;
|
||||||
|
|
||||||
ballSound.play();
|
ballSound.play();
|
||||||
ball.setPosition(leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y);
|
ball.setPosition({leftPaddle.getPosition().x + ballRadius + paddleSize.x / 2 + 0.1f, ball.getPosition().y});
|
||||||
}
|
}
|
||||||
|
|
||||||
// Right Paddle
|
// Right Paddle
|
||||||
@ -262,7 +262,7 @@ int main()
|
|||||||
ballAngle = pi - ballAngle - static_cast<float>(std::rand() % 20) * pi / 180;
|
ballAngle = pi - ballAngle - static_cast<float>(std::rand() % 20) * pi / 180;
|
||||||
|
|
||||||
ballSound.play();
|
ballSound.play();
|
||||||
ball.setPosition(rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y);
|
ball.setPosition({rightPaddle.getPosition().x - ballRadius - paddleSize.x / 2 - 0.1f, ball.getPosition().y});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -113,7 +113,7 @@ int main()
|
|||||||
SFMLView1.draw(sprite1);
|
SFMLView1.draw(sprite1);
|
||||||
|
|
||||||
// Draw sprite 2 on view 2
|
// Draw sprite 2 on view 2
|
||||||
sprite2.setPosition(std::cos(time) * 100.f, 0.f);
|
sprite2.setPosition({std::cos(time) * 100.f, 0.f});
|
||||||
SFMLView2.draw(sprite2);
|
SFMLView2.draw(sprite2);
|
||||||
|
|
||||||
// Display each view on screen
|
// Display each view on screen
|
||||||
|
@ -67,20 +67,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
static float getGlobalVolume();
|
static float getGlobalVolume();
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the position of the listener in the scene
|
|
||||||
///
|
|
||||||
/// The default listener's position is (0, 0, 0).
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the listener's position
|
|
||||||
/// \param y Y coordinate of the listener's position
|
|
||||||
/// \param z Z coordinate of the listener's position
|
|
||||||
///
|
|
||||||
/// \see getPosition, setDirection
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
static void setPosition(float x, float y, float z);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Set the position of the listener in the scene
|
/// \brief Set the position of the listener in the scene
|
||||||
///
|
///
|
||||||
@ -103,25 +89,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
static Vector3f getPosition();
|
static Vector3f getPosition();
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the forward vector of the listener in the scene
|
|
||||||
///
|
|
||||||
/// The direction (also called "at vector") is the vector
|
|
||||||
/// pointing forward from the listener's perspective. Together
|
|
||||||
/// with the up vector, it defines the 3D orientation of the
|
|
||||||
/// listener in the scene. The direction vector doesn't
|
|
||||||
/// have to be normalized.
|
|
||||||
/// The default listener's direction is (0, 0, -1).
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the listener's direction
|
|
||||||
/// \param y Y coordinate of the listener's direction
|
|
||||||
/// \param z Z coordinate of the listener's direction
|
|
||||||
///
|
|
||||||
/// \see getDirection, setUpVector, setPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
static void setDirection(float x, float y, float z);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Set the forward vector of the listener in the scene
|
/// \brief Set the forward vector of the listener in the scene
|
||||||
///
|
///
|
||||||
@ -149,25 +116,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
static Vector3f getDirection();
|
static Vector3f getDirection();
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the upward vector of the listener in the scene
|
|
||||||
///
|
|
||||||
/// The up vector is the vector that points upward from the
|
|
||||||
/// listener's perspective. Together with the direction, it
|
|
||||||
/// defines the 3D orientation of the listener in the scene.
|
|
||||||
/// The up vector doesn't have to be normalized.
|
|
||||||
/// The default listener's up vector is (0, 1, 0). It is usually
|
|
||||||
/// not necessary to change it, especially in 2D scenarios.
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the listener's up vector
|
|
||||||
/// \param y Y coordinate of the listener's up vector
|
|
||||||
/// \param z Z coordinate of the listener's up vector
|
|
||||||
///
|
|
||||||
/// \see getUpVector, setDirection, setPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
static void setUpVector(float x, float y, float z);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Set the upward vector of the listener in the scene
|
/// \brief Set the upward vector of the listener in the scene
|
||||||
///
|
///
|
||||||
|
@ -97,22 +97,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void setVolume(float volume);
|
void setVolume(float volume);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the 3D position of the sound in the audio scene
|
|
||||||
///
|
|
||||||
/// Only sounds with one channel (mono sounds) can be
|
|
||||||
/// spatialized.
|
|
||||||
/// The default position of a sound is (0, 0, 0).
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the position of the sound in the scene
|
|
||||||
/// \param y Y coordinate of the position of the sound in the scene
|
|
||||||
/// \param z Z coordinate of the position of the sound in the scene
|
|
||||||
///
|
|
||||||
/// \see getPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setPosition(float x, float y, float z);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Set the 3D position of the sound in the audio scene
|
/// \brief Set the 3D position of the sound in the audio scene
|
||||||
///
|
///
|
||||||
|
@ -97,23 +97,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
Transform getInverse() const;
|
Transform getInverse() const;
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Transform a 2D point
|
|
||||||
///
|
|
||||||
/// These two statements are equivalent:
|
|
||||||
/// \code
|
|
||||||
/// sf::Vector2f transformedPoint = matrix.transformPoint(x, y);
|
|
||||||
/// sf::Vector2f transformedPoint = matrix * sf::Vector2f(x, y);
|
|
||||||
/// \endcode
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the point to transform
|
|
||||||
/// \param y Y coordinate of the point to transform
|
|
||||||
///
|
|
||||||
/// \return Transformed point
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
Vector2f transformPoint(float x, float y) const;
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Transform a 2D point
|
/// \brief Transform a 2D point
|
||||||
///
|
///
|
||||||
@ -166,26 +149,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
Transform& combine(const Transform& transform);
|
Transform& combine(const Transform& transform);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Combine the current transform with a translation
|
|
||||||
///
|
|
||||||
/// This function returns a reference to *this, so that calls
|
|
||||||
/// can be chained.
|
|
||||||
/// \code
|
|
||||||
/// sf::Transform transform;
|
|
||||||
/// transform.translate(100, 200).rotate(45);
|
|
||||||
/// \endcode
|
|
||||||
///
|
|
||||||
/// \param x Offset to apply on X axis
|
|
||||||
/// \param y Offset to apply on Y axis
|
|
||||||
///
|
|
||||||
/// \return Reference to *this
|
|
||||||
///
|
|
||||||
/// \see rotate, scale
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
Transform& translate(float x, float y);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Combine the current transform with a translation
|
/// \brief Combine the current transform with a translation
|
||||||
///
|
///
|
||||||
|
@ -54,21 +54,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
virtual ~Transformable();
|
virtual ~Transformable();
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief set the position of the object
|
|
||||||
///
|
|
||||||
/// This function completely overwrites the previous position.
|
|
||||||
/// See the move function to apply an offset based on the previous position instead.
|
|
||||||
/// The default position of a transformable object is (0, 0).
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the new position
|
|
||||||
/// \param y Y coordinate of the new position
|
|
||||||
///
|
|
||||||
/// \see move, getPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setPosition(float x, float y);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief set the position of the object
|
/// \brief set the position of the object
|
||||||
///
|
///
|
||||||
@ -97,21 +82,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void setRotation(float angle);
|
void setRotation(float angle);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief set the scale factors of the object
|
|
||||||
///
|
|
||||||
/// This function completely overwrites the previous scale.
|
|
||||||
/// See the scale function to add a factor based on the previous scale instead.
|
|
||||||
/// The default scale of a transformable object is (1, 1).
|
|
||||||
///
|
|
||||||
/// \param factorX New horizontal scale factor
|
|
||||||
/// \param factorY New vertical scale factor
|
|
||||||
///
|
|
||||||
/// \see scale, getScale
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setScale(float factorX, float factorY);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief set the scale factors of the object
|
/// \brief set the scale factors of the object
|
||||||
///
|
///
|
||||||
@ -126,24 +96,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void setScale(const Vector2f& factors);
|
void setScale(const Vector2f& factors);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief set the local origin of the object
|
|
||||||
///
|
|
||||||
/// The origin of an object defines the center point for
|
|
||||||
/// all transformations (position, scale, rotation).
|
|
||||||
/// The coordinates of this point must be relative to the
|
|
||||||
/// top-left corner of the object, and ignore all
|
|
||||||
/// transformations (position, scale, rotation).
|
|
||||||
/// The default origin of a transformable object is (0, 0).
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the new origin
|
|
||||||
/// \param y Y coordinate of the new origin
|
|
||||||
///
|
|
||||||
/// \see getOrigin
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setOrigin(float x, float y);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief set the local origin of the object
|
/// \brief set the local origin of the object
|
||||||
///
|
///
|
||||||
@ -203,25 +155,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
const Vector2f& getOrigin() const;
|
const Vector2f& getOrigin() const;
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Move the object by a given offset
|
|
||||||
///
|
|
||||||
/// This function adds to the current position of the object,
|
|
||||||
/// unlike setPosition which overwrites it.
|
|
||||||
/// Thus, it is equivalent to the following code:
|
|
||||||
/// \code
|
|
||||||
/// sf::Vector2f pos = object.getPosition();
|
|
||||||
/// object.setPosition(pos.x + offsetX, pos.y + offsetY);
|
|
||||||
/// \endcode
|
|
||||||
///
|
|
||||||
/// \param offsetX X offset
|
|
||||||
/// \param offsetY Y offset
|
|
||||||
///
|
|
||||||
/// \see setPosition
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void move(float offsetX, float offsetY);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Move the object by a given offset
|
/// \brief Move the object by a given offset
|
||||||
///
|
///
|
||||||
@ -254,25 +187,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void rotate(float angle);
|
void rotate(float angle);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Scale the object
|
|
||||||
///
|
|
||||||
/// This function multiplies the current scale of the object,
|
|
||||||
/// unlike setScale which overwrites it.
|
|
||||||
/// Thus, it is equivalent to the following code:
|
|
||||||
/// \code
|
|
||||||
/// sf::Vector2f scale = object.getScale();
|
|
||||||
/// object.setScale(scale.x * factorX, scale.y * factorY);
|
|
||||||
/// \endcode
|
|
||||||
///
|
|
||||||
/// \param factorX Horizontal scale factor
|
|
||||||
/// \param factorY Vertical scale factor
|
|
||||||
///
|
|
||||||
/// \see setScale
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void scale(float factorX, float factorY);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Scale the object
|
/// \brief Scale the object
|
||||||
///
|
///
|
||||||
|
@ -69,17 +69,6 @@ public:
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
View(const Vector2f& center, const Vector2f& size);
|
View(const Vector2f& center, const Vector2f& size);
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
/// \brief Set the center of the view
|
|
||||||
///
|
|
||||||
/// \param x X coordinate of the new center
|
|
||||||
/// \param y Y coordinate of the new center
|
|
||||||
///
|
|
||||||
/// \see setSize, getCenter
|
|
||||||
///
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void setCenter(float x, float y);
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
/// \brief Set the center of the view
|
/// \brief Set the center of the view
|
||||||
///
|
///
|
||||||
|
@ -45,13 +45,6 @@ float Listener::getGlobalVolume()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Listener::setPosition(float x, float y, float z)
|
|
||||||
{
|
|
||||||
setPosition(Vector3f(x, y, z));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Listener::setPosition(const Vector3f& position)
|
void Listener::setPosition(const Vector3f& position)
|
||||||
{
|
{
|
||||||
@ -66,13 +59,6 @@ Vector3f Listener::getPosition()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Listener::setDirection(float x, float y, float z)
|
|
||||||
{
|
|
||||||
setDirection(Vector3f(x, y, z));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Listener::setDirection(const Vector3f& direction)
|
void Listener::setDirection(const Vector3f& direction)
|
||||||
{
|
{
|
||||||
@ -87,13 +73,6 @@ Vector3f Listener::getDirection()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Listener::setUpVector(float x, float y, float z)
|
|
||||||
{
|
|
||||||
setUpVector(Vector3f(x, y, z));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Listener::setUpVector(const Vector3f& upVector)
|
void Listener::setUpVector(const Vector3f& upVector)
|
||||||
{
|
{
|
||||||
|
@ -76,17 +76,10 @@ void SoundSource::setVolume(float volume)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void SoundSource::setPosition(float x, float y, float z)
|
|
||||||
{
|
|
||||||
alCheck(alSource3f(m_source, AL_POSITION, x, y, z));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void SoundSource::setPosition(const Vector3f& position)
|
void SoundSource::setPosition(const Vector3f& position)
|
||||||
{
|
{
|
||||||
setPosition(position.x, position.y, position.z);
|
alCheck(alSource3f(m_source, AL_POSITION, position.x, position.y, position.z));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -94,18 +94,11 @@ Transform Transform::getInverse() const
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
Vector2f Transform::transformPoint(float x, float y) const
|
|
||||||
{
|
|
||||||
return Vector2f(m_matrix[0] * x + m_matrix[4] * y + m_matrix[12],
|
|
||||||
m_matrix[1] * x + m_matrix[5] * y + m_matrix[13]);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
Vector2f Transform::transformPoint(const Vector2f& point) const
|
Vector2f Transform::transformPoint(const Vector2f& point) const
|
||||||
{
|
{
|
||||||
return transformPoint(point.x, point.y);
|
return Vector2f(m_matrix[0] * point.x + m_matrix[4] * point.y + m_matrix[12],
|
||||||
|
m_matrix[1] * point.x + m_matrix[5] * point.y + m_matrix[13]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -115,10 +108,10 @@ FloatRect Transform::transformRect(const FloatRect& rectangle) const
|
|||||||
// Transform the 4 corners of the rectangle
|
// Transform the 4 corners of the rectangle
|
||||||
const Vector2f points[] =
|
const Vector2f points[] =
|
||||||
{
|
{
|
||||||
transformPoint(rectangle.left, rectangle.top),
|
transformPoint({rectangle.left, rectangle.top}),
|
||||||
transformPoint(rectangle.left, rectangle.top + rectangle.height),
|
transformPoint({rectangle.left, rectangle.top + rectangle.height}),
|
||||||
transformPoint(rectangle.left + rectangle.width, rectangle.top),
|
transformPoint({rectangle.left + rectangle.width, rectangle.top}),
|
||||||
transformPoint(rectangle.left + rectangle.width, rectangle.top + rectangle.height)
|
transformPoint({rectangle.left + rectangle.width, rectangle.top + rectangle.height})
|
||||||
};
|
};
|
||||||
|
|
||||||
// Compute the bounding rectangle of the transformed points
|
// Compute the bounding rectangle of the transformed points
|
||||||
@ -159,23 +152,16 @@ Transform& Transform::combine(const Transform& transform)
|
|||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
Transform& Transform::translate(float x, float y)
|
Transform& Transform::translate(const Vector2f& offset)
|
||||||
{
|
{
|
||||||
Transform translation(1, 0, x,
|
Transform translation(1, 0, offset.x,
|
||||||
0, 1, y,
|
0, 1, offset.y,
|
||||||
0, 0, 1);
|
0, 0, 1);
|
||||||
|
|
||||||
return combine(translation);
|
return combine(translation);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
Transform& Transform::translate(const Vector2f& offset)
|
|
||||||
{
|
|
||||||
return translate(offset.x, offset.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
Transform& Transform::rotate(float angle)
|
Transform& Transform::rotate(float angle)
|
||||||
{
|
{
|
||||||
|
@ -51,20 +51,12 @@ Transformable::~Transformable()
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Transformable::setPosition(float x, float y)
|
|
||||||
{
|
|
||||||
m_position.x = x;
|
|
||||||
m_position.y = y;
|
|
||||||
m_transformNeedUpdate = true;
|
|
||||||
m_inverseTransformNeedUpdate = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Transformable::setPosition(const Vector2f& position)
|
void Transformable::setPosition(const Vector2f& position)
|
||||||
{
|
{
|
||||||
setPosition(position.x, position.y);
|
m_position = position;
|
||||||
|
m_transformNeedUpdate = true;
|
||||||
|
m_inverseTransformNeedUpdate = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -80,28 +72,10 @@ void Transformable::setRotation(float angle)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Transformable::setScale(float factorX, float factorY)
|
|
||||||
{
|
|
||||||
m_scale.x = factorX;
|
|
||||||
m_scale.y = factorY;
|
|
||||||
m_transformNeedUpdate = true;
|
|
||||||
m_inverseTransformNeedUpdate = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Transformable::setScale(const Vector2f& factors)
|
void Transformable::setScale(const Vector2f& factors)
|
||||||
{
|
{
|
||||||
setScale(factors.x, factors.y);
|
m_scale = factors;
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Transformable::setOrigin(float x, float y)
|
|
||||||
{
|
|
||||||
m_origin.x = x;
|
|
||||||
m_origin.y = y;
|
|
||||||
m_transformNeedUpdate = true;
|
m_transformNeedUpdate = true;
|
||||||
m_inverseTransformNeedUpdate = true;
|
m_inverseTransformNeedUpdate = true;
|
||||||
}
|
}
|
||||||
@ -110,7 +84,9 @@ void Transformable::setOrigin(float x, float y)
|
|||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Transformable::setOrigin(const Vector2f& origin)
|
void Transformable::setOrigin(const Vector2f& origin)
|
||||||
{
|
{
|
||||||
setOrigin(origin.x, origin.y);
|
m_origin = origin;
|
||||||
|
m_transformNeedUpdate = true;
|
||||||
|
m_inverseTransformNeedUpdate = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -142,17 +118,10 @@ const Vector2f& Transformable::getOrigin() const
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Transformable::move(float offsetX, float offsetY)
|
|
||||||
{
|
|
||||||
setPosition(m_position.x + offsetX, m_position.y + offsetY);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Transformable::move(const Vector2f& offset)
|
void Transformable::move(const Vector2f& offset)
|
||||||
{
|
{
|
||||||
setPosition(m_position.x + offset.x, m_position.y + offset.y);
|
setPosition(m_position + offset);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -163,17 +132,10 @@ void Transformable::rotate(float angle)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void Transformable::scale(float factorX, float factorY)
|
|
||||||
{
|
|
||||||
setScale(m_scale.x * factorX, m_scale.y * factorY);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void Transformable::scale(const Vector2f& factor)
|
void Transformable::scale(const Vector2f& factor)
|
||||||
{
|
{
|
||||||
setScale(m_scale.x * factor.x, m_scale.y * factor.y);
|
setScale({m_scale.x * factor.x, m_scale.y * factor.y});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -69,21 +69,13 @@ m_invTransformUpdated(false)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void View::setCenter(float x, float y)
|
|
||||||
{
|
|
||||||
m_center.x = x;
|
|
||||||
m_center.y = y;
|
|
||||||
|
|
||||||
m_transformUpdated = false;
|
|
||||||
m_invTransformUpdated = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void View::setCenter(const Vector2f& center)
|
void View::setCenter(const Vector2f& center)
|
||||||
{
|
{
|
||||||
setCenter(center.x, center.y);
|
m_center = center;
|
||||||
|
m_transformUpdated = false;
|
||||||
|
m_invTransformUpdated = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -166,13 +158,6 @@ const FloatRect& View::getViewport() const
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void View::move(float offsetX, float offsetY)
|
|
||||||
{
|
|
||||||
setCenter(m_center.x + offsetX, m_center.y + offsetY);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
void View::move(const Vector2f& offset)
|
void View::move(const Vector2f& offset)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user