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This change was made in 359fe90 due to recommendations from tooling. On its face this change makes sense since it removes a copy that isn't always necessary. In practice it caused ergonomic issues due to now being forced to make a copy of the render states when needed. The performance gains of eliding this copy are unsubstantiated. We have not done any profiling to measure its impact. For lack of such measurements I'd rather err on the side of improved user experience. If future benchmarks prove this copy is rather expensive then we can reconsider removing it with that evidence in mind.
358 lines
14 KiB
C++
358 lines
14 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Drawable.hpp>
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#include <SFML/Graphics/PrimitiveType.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/RenderStates.hpp>
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#include <SFML/Graphics/Transformable.hpp>
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#include <SFML/Graphics/VertexArray.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <cstddef>
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namespace sf
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{
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class Texture;
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class RenderTarget;
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////////////////////////////////////////////////////////////
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/// \brief Base class for textured shapes with outline
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Shape : public Drawable, public Transformable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Change the source texture of the shape
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///
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/// The \a texture argument refers to a texture that must
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/// exist as long as the shape uses it. Indeed, the shape
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/// doesn't store its own copy of the texture, but rather keeps
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/// a pointer to the one that you passed to this function.
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/// If the source texture is destroyed and the shape tries to
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/// use it, the behavior is undefined.
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/// \a texture can be a null pointer to disable texturing.
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/// If \a resetRect is true, the TextureRect property of
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/// the shape is automatically adjusted to the size of the new
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/// texture. If it is false, the texture rect is left unchanged.
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///
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/// \param texture New texture
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/// \param resetRect Should the texture rect be reset to the size of the new texture?
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///
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/// \see getTexture, setTextureRect
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///
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////////////////////////////////////////////////////////////
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void setTexture(const Texture* texture, bool resetRect = false);
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////////////////////////////////////////////////////////////
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/// \brief Set the sub-rectangle of the texture that the shape will display
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///
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/// The texture rect is useful when you don't want to display
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/// the whole texture, but rather a part of it.
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/// By default, the texture rect covers the entire texture.
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///
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/// \param rect Rectangle defining the region of the texture to display
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///
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/// \see getTextureRect, setTexture
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///
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////////////////////////////////////////////////////////////
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void setTextureRect(const IntRect& rect);
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////////////////////////////////////////////////////////////
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/// \brief Set the fill color of the shape
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///
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/// This color is modulated (multiplied) with the shape's
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/// texture if any. It can be used to colorize the shape,
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/// or change its global opacity.
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/// You can use sf::Color::Transparent to make the inside of
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/// the shape transparent, and have the outline alone.
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/// By default, the shape's fill color is opaque white.
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///
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/// \param color New color of the shape
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///
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/// \see getFillColor, setOutlineColor
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///
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////////////////////////////////////////////////////////////
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void setFillColor(const Color& color);
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////////////////////////////////////////////////////////////
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/// \brief Set the outline color of the shape
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///
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/// By default, the shape's outline color is opaque white.
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///
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/// \param color New outline color of the shape
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///
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/// \see getOutlineColor, setFillColor
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///
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////////////////////////////////////////////////////////////
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void setOutlineColor(const Color& color);
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////////////////////////////////////////////////////////////
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/// \brief Set the thickness of the shape's outline
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///
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/// Note that negative values are allowed (so that the outline
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/// expands towards the center of the shape), and using zero
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/// disables the outline.
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/// By default, the outline thickness is 0.
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///
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/// \param thickness New outline thickness
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///
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/// \see getOutlineThickness
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///
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////////////////////////////////////////////////////////////
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void setOutlineThickness(float thickness);
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////////////////////////////////////////////////////////////
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/// \brief Get the source texture of the shape
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///
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/// If the shape has no source texture, a null pointer is returned.
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/// The returned pointer is const, which means that you can't
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/// modify the texture when you retrieve it with this function.
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///
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/// \return Pointer to the shape's texture
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///
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/// \see setTexture
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///
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////////////////////////////////////////////////////////////
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const Texture* getTexture() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the sub-rectangle of the texture displayed by the shape
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///
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/// \return Texture rectangle of the shape
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///
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/// \see setTextureRect
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///
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////////////////////////////////////////////////////////////
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const IntRect& getTextureRect() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the fill color of the shape
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///
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/// \return Fill color of the shape
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///
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/// \see setFillColor
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///
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////////////////////////////////////////////////////////////
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const Color& getFillColor() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the outline color of the shape
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///
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/// \return Outline color of the shape
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///
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/// \see setOutlineColor
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///
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////////////////////////////////////////////////////////////
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const Color& getOutlineColor() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the outline thickness of the shape
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///
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/// \return Outline thickness of the shape
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///
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/// \see setOutlineThickness
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///
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////////////////////////////////////////////////////////////
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float getOutlineThickness() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the total number of points of the shape
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///
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/// \return Number of points of the shape
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///
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/// \see getPoint
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///
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////////////////////////////////////////////////////////////
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virtual std::size_t getPointCount() const = 0;
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////////////////////////////////////////////////////////////
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/// \brief Get a point of the shape
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///
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/// The returned point is in local coordinates, that is,
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/// the shape's transforms (position, rotation, scale) are
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/// not taken into account.
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/// The result is undefined if \a index is out of the valid range.
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///
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/// \param index Index of the point to get, in range [0 .. getPointCount() - 1]
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///
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/// \return index-th point of the shape
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///
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/// \see getPointCount
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///
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////////////////////////////////////////////////////////////
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virtual Vector2f getPoint(std::size_t index) const = 0;
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////////////////////////////////////////////////////////////
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/// \brief Get the geometric center of the shape
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///
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/// The returned point is in local coordinates, that is,
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/// the shape's transforms (position, rotation, scale) are
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/// not taken into account.
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///
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/// \return The geometric center of the shape
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///
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////////////////////////////////////////////////////////////
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virtual Vector2f getGeometricCenter() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the local bounding rectangle of the entity
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///
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/// The returned rectangle is in local coordinates, which means
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/// that it ignores the transformations (translation, rotation,
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/// scale, ...) that are applied to the entity.
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/// In other words, this function returns the bounds of the
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/// entity in the entity's coordinate system.
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///
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/// \return Local bounding rectangle of the entity
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///
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////////////////////////////////////////////////////////////
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FloatRect getLocalBounds() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the global (non-minimal) bounding rectangle of the entity
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///
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/// The returned rectangle is in global coordinates, which means
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/// that it takes into account the transformations (translation,
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/// rotation, scale, ...) that are applied to the entity.
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/// In other words, this function returns the bounds of the
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/// shape in the global 2D world's coordinate system.
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///
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/// This function does not necessarily return the \a minimal
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/// bounding rectangle. It merely ensures that the returned
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/// rectangle covers all the vertices (but possibly more).
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/// This allows for a fast approximation of the bounds as a
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/// first check; you may want to use more precise checks
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/// on top of that.
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///
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/// \return Global bounding rectangle of the entity
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///
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////////////////////////////////////////////////////////////
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FloatRect getGlobalBounds() const;
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Recompute the internal geometry of the shape
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///
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/// This function must be called by the derived class every time
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/// the shape's points change (i.e. the result of either
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/// getPointCount or getPoint is different).
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///
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////////////////////////////////////////////////////////////
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void update();
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private:
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////////////////////////////////////////////////////////////
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/// \brief Draw the shape to a render target
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///
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/// \param target Render target to draw to
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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/// \brief Update the fill vertices' color
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///
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////////////////////////////////////////////////////////////
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void updateFillColors();
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////////////////////////////////////////////////////////////
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/// \brief Update the fill vertices' texture coordinates
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///
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////////////////////////////////////////////////////////////
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void updateTexCoords();
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////////////////////////////////////////////////////////////
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/// \brief Update the outline vertices' position
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///
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////////////////////////////////////////////////////////////
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void updateOutline();
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////////////////////////////////////////////////////////////
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/// \brief Update the outline vertices' color
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///
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////////////////////////////////////////////////////////////
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void updateOutlineColors();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const Texture* m_texture{}; //!< Texture of the shape
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IntRect m_textureRect; //!< Rectangle defining the area of the source texture to display
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Color m_fillColor{Color::White}; //!< Fill color
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Color m_outlineColor{Color::White}; //!< Outline color
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float m_outlineThickness{}; //!< Thickness of the shape's outline
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VertexArray m_vertices{PrimitiveType::TriangleFan}; //!< Vertex array containing the fill geometry
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VertexArray m_outlineVertices{PrimitiveType::TriangleStrip}; //!< Vertex array containing the outline geometry
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FloatRect m_insideBounds; //!< Bounding rectangle of the inside (fill)
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FloatRect m_bounds; //!< Bounding rectangle of the whole shape (outline + fill)
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::Shape
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/// \ingroup graphics
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///
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/// sf::Shape is a drawable class that allows to define and
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/// display a custom convex shape on a render target.
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/// It's only an abstract base, it needs to be specialized for
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/// concrete types of shapes (circle, rectangle, convex polygon,
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/// star, ...).
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///
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/// In addition to the attributes provided by the specialized
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/// shape classes, a shape always has the following attributes:
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/// \li a texture
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/// \li a texture rectangle
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/// \li a fill color
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/// \li an outline color
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/// \li an outline thickness
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///
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/// Each feature is optional, and can be disabled easily:
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/// \li the texture can be null
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/// \li the fill/outline colors can be sf::Color::Transparent
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/// \li the outline thickness can be zero
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///
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/// You can write your own derived shape class, there are only
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/// two virtual functions to override:
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/// \li getPointCount must return the number of points of the shape
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/// \li getPoint must return the points of the shape
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///
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/// \see sf::RectangleShape, sf::CircleShape, sf::ConvexShape, sf::Transformable
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///
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////////////////////////////////////////////////////////////
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