FS#10 - Add rotation to sf::View

Slightly changed the public interface of sf::View

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1152 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-06-21 21:23:30 +00:00
parent 5978d015eb
commit 1bb96087ad
7 changed files with 141 additions and 98 deletions

View file

@ -303,13 +303,16 @@ void PostFX::Render(RenderTarget& Target) const
IntRect FrameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
FloatRect TexCoords = myFrameBuffer.GetTexCoords(FrameBufferRect);
// Set the projection matrix to the identity so that the screen coordinates are in the range [-1, 1]
GLCheck(glMatrixMode(GL_PROJECTION));
GLCheck(glLoadIdentity());
// Render a fullscreen quad using the effect on our framebuffer
FloatRect Screen = Target.GetView().GetRect();
glBegin(GL_QUADS);
glTexCoord2f(TexCoords.Left, TexCoords.Top); glVertex2f(Screen.Left, Screen.Top);
glTexCoord2f(TexCoords.Right, TexCoords.Top); glVertex2f(Screen.Right, Screen.Top);
glTexCoord2f(TexCoords.Right, TexCoords.Bottom); glVertex2f(Screen.Right, Screen.Bottom);
glTexCoord2f(TexCoords.Left, TexCoords.Bottom); glVertex2f(Screen.Left, Screen.Bottom);
glTexCoord2f(TexCoords.Left, TexCoords.Top); glVertex2f(-1, 1);
glTexCoord2f(TexCoords.Right, TexCoords.Top); glVertex2f( 1, 1);
glTexCoord2f(TexCoords.Right, TexCoords.Bottom); glVertex2f( 1, -1);
glTexCoord2f(TexCoords.Left, TexCoords.Bottom); glVertex2f(-1, -1);
glEnd();
// Disable program

View file

@ -175,7 +175,7 @@ void RenderTarget::Initialize()
SetRenderStates();
// Setup the default view
myDefaultView.SetRect(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
SetView(myDefaultView);
Activate(false);

View file

@ -30,12 +30,32 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
/// Constructs a default view of (0, 0, 1000, 1000)
////////////////////////////////////////////////////////////
View::View() :
myCenter (),
mySize (),
myRotation (0),
myNeedUpdate (true),
myNeedInvUpdate(true)
{
Reset(FloatRect(0, 0, 1000, 1000));
}
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
////////////////////////////////////////////////////////////
View::View(const FloatRect& Rect)
View::View(const FloatRect& Rectangle) :
myCenter (),
mySize (),
myRotation (0),
myNeedUpdate (true),
myNeedInvUpdate(true)
{
SetRect(Rect);
Reset(Rectangle);
}
@ -45,36 +65,15 @@ View::View(const FloatRect& Rect)
View::View(const Vector2f& Center, const Vector2f& Size) :
myCenter (Center),
mySize (Size),
myRotation (0),
myNeedUpdate (true),
myNeedInvUpdate(true)
{
}
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view by its center and size
////////////////////////////////////////////////////////////
void View::SetRect(const Vector2f& Center, const Vector2f& Size)
{
myCenter = Center;
mySize = Size;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Set the rectangle defining the view
////////////////////////////////////////////////////////////
void View::SetRect(const FloatRect& Rect)
{
SetRect(Rect.GetCenter(), Rect.GetSize());
}
////////////////////////////////////////////////////////////
/// Change the center of the view (take 2 values)
/// Change the center of the view
////////////////////////////////////////////////////////////
void View::SetCenter(float X, float Y)
{
@ -86,7 +85,7 @@ void View::SetCenter(float X, float Y)
////////////////////////////////////////////////////////////
/// Change the center of the view (take a vector)
/// Change the center of the view
////////////////////////////////////////////////////////////
void View::SetCenter(const Vector2f& Center)
{
@ -95,7 +94,7 @@ void View::SetCenter(const Vector2f& Center)
////////////////////////////////////////////////////////////
/// Change the size of the view (take 2 values)
/// Change the size of the view
////////////////////////////////////////////////////////////
void View::SetSize(float Width, float Height)
{
@ -107,7 +106,7 @@ void View::SetSize(float Width, float Height)
////////////////////////////////////////////////////////////
/// Change the size of the view (take a vector)
/// Change the size of the view
////////////////////////////////////////////////////////////
void View::SetSize(const Vector2f& Size)
{
@ -116,15 +115,25 @@ void View::SetSize(const Vector2f& Size)
////////////////////////////////////////////////////////////
/// Get the rectangle defining the view,
/// which is the combined center and size.
/// Set the angle of rotation of the view
////////////////////////////////////////////////////////////
FloatRect View::GetRect() const
void View::SetRotation(float Angle)
{
return FloatRect(myCenter.x - mySize.x / 2,
myCenter.y - mySize.y / 2,
myCenter.x + mySize.x / 2,
myCenter.y + mySize.y / 2);
myRotation = Angle;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Reset the view to the given rectangle
////////////////////////////////////////////////////////////
void View::Reset(const FloatRect& Rectangle)
{
myCenter = Rectangle.GetCenter();
mySize = Rectangle.GetSize();
myNeedUpdate = true;
myNeedInvUpdate = true;
}
@ -147,7 +156,7 @@ const Vector2f& View::GetSize() const
////////////////////////////////////////////////////////////
/// Move the view (take 2 values)
/// Move the view
////////////////////////////////////////////////////////////
void View::Move(float OffsetX, float OffsetY)
{
@ -159,7 +168,7 @@ void View::Move(float OffsetX, float OffsetY)
////////////////////////////////////////////////////////////
/// Move the view (take a vector)
/// Move the view
////////////////////////////////////////////////////////////
void View::Move(const Vector2f& Offset)
{
@ -167,17 +176,26 @@ void View::Move(const Vector2f& Offset)
}
////////////////////////////////////////////////////////////
/// Rotate the view
////////////////////////////////////////////////////////////
void View::Rotate(float Angle)
{
myRotation += Angle;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Resize the view rectangle to simulate a zoom / unzoom effect
////////////////////////////////////////////////////////////
void View::Zoom(float Factor)
{
if (Factor != 0)
{
mySize /= Factor;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
mySize.x *= Factor;
mySize.y *= Factor;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
@ -189,7 +207,7 @@ const Matrix3& View::GetMatrix() const
// Recompute the matrix if needed
if (myNeedUpdate)
{
myMatrix.SetFromProjection(GetRect());
myMatrix.SetFromProjection(myCenter, mySize, myRotation);
myNeedUpdate = false;
}