Added functions and overloads to sf::Rect

Slightly changed the sf::View interface


git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1138 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
laurentgom 2009-06-13 21:13:43 +00:00
parent 92e79b8123
commit b86c4627ab
12 changed files with 276 additions and 162 deletions

View file

@ -381,7 +381,7 @@ void Drawable::Draw(RenderTarget& Target) const
// We have to use glBlendFuncSeparate so that the resulting alpha is
// not alpha², which is incorrect and would cause problems when rendering
// alpha pixels to a RenderImage that would be in turn rendered to another render target
// alpha pixels to a RenderImage that would be in turn be rendered to another render target
switch (myBlendMode)
{
case Blend::Alpha :

View file

@ -288,7 +288,7 @@ void Image::Copy(const Image& Source, unsigned int DestX, unsigned int DestY, co
// Adjust the source rectangle
IntRect SrcRect = SourceRect;
if (SrcRect.GetWidth() == 0 || (SrcRect.GetHeight() == 0))
if (SrcRect.GetSize().x == 0 || (SrcRect.GetSize().y == 0))
{
SrcRect.Left = 0;
SrcRect.Top = 0;
@ -304,8 +304,8 @@ void Image::Copy(const Image& Source, unsigned int DestX, unsigned int DestY, co
}
// Then find the valid bounds of the destination rectangle
int Width = SrcRect.GetWidth();
int Height = SrcRect.GetHeight();
int Width = SrcRect.GetSize().x;
int Height = SrcRect.GetSize().y;
if (DestX + Width > myWidth) Width = myWidth - DestX;
if (DestY + Height > myHeight) Height = myHeight - DestY;
@ -368,7 +368,7 @@ bool Image::CopyScreen(RenderWindow& Window, const IntRect& SourceRect)
{
// Adjust the source rectangle
IntRect SrcRect = SourceRect;
if (SrcRect.GetWidth() == 0 || (SrcRect.GetHeight() == 0))
if (SrcRect.GetSize().x == 0 || (SrcRect.GetSize().y == 0))
{
SrcRect.Left = 0;
SrcRect.Top = 0;
@ -384,8 +384,8 @@ bool Image::CopyScreen(RenderWindow& Window, const IntRect& SourceRect)
}
// Store the texture dimensions
myWidth = SrcRect.GetWidth();
myHeight = SrcRect.GetHeight();
myWidth = SrcRect.GetSize().x;
myHeight = SrcRect.GetSize().y;
// We can then create the texture
if (Window.SetActive() && CreateTexture())

View file

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

View file

@ -142,13 +142,15 @@ sf::Vector2f RenderWindow::ConvertCoords(unsigned int WindowX, unsigned int Wind
if (!TargetView)
TargetView = &GetView();
float Left = TargetView->GetCenter().x - TargetView->GetHalfSize().x;
float Top = TargetView->GetCenter().y - TargetView->GetHalfSize().y;
float Right = TargetView->GetCenter().x + TargetView->GetHalfSize().x;
float Bottom = TargetView->GetCenter().y + TargetView->GetHalfSize().y;
// First, convert from viewport coordinates to homogeneous coordinates:
// --> [0, Width] to [-1, 1]
// --> [0, Height] to [1, -1]
Vector2f Coords;
Coords.x = -1.f + 2.f * WindowX / GetWidth();
Coords.y = 1.f - 2.f * WindowY / GetHeight();
return sf::Vector2f(Left + WindowX * (Right - Left) / GetWidth(),
Top + WindowY * (Bottom - Top) / GetHeight());
// Then transform by the inverse of the view matrix
return TargetView->GetInverseMatrix().Transform(Coords);
}

View file

@ -88,8 +88,8 @@ void Sprite::SetSubRect(const IntRect& SubRect)
////////////////////////////////////////////////////////////
void Sprite::Resize(float Width, float Height)
{
int LocalWidth = mySubRect.GetWidth();
int LocalHeight = mySubRect.GetHeight();
int LocalWidth = mySubRect.GetSize().x;
int LocalHeight = mySubRect.GetSize().y;
if ((LocalWidth > 0) && (LocalHeight > 0))
SetScale(Width / LocalWidth, Height / LocalHeight);
@ -147,7 +147,7 @@ const IntRect& Sprite::GetSubRect() const
////////////////////////////////////////////////////////////
Vector2f Sprite::GetSize() const
{
return Vector2f(mySubRect.GetWidth() * GetScale().x, mySubRect.GetHeight() * GetScale().y);
return Vector2f(mySubRect.GetSize().x * GetScale().x, mySubRect.GetSize().y * GetScale().y);
}
@ -162,8 +162,8 @@ Color Sprite::GetPixel(unsigned int X, unsigned int Y) const
unsigned int ImageX = mySubRect.Left + X;
unsigned int ImageY = mySubRect.Top + Y;
if (myIsFlippedX) ImageX = mySubRect.GetWidth() - ImageX - 1;
if (myIsFlippedY) ImageY = mySubRect.GetHeight() - ImageY - 1;
if (myIsFlippedX) ImageX = mySubRect.GetSize().x - ImageX - 1;
if (myIsFlippedY) ImageY = mySubRect.GetSize().y - ImageY - 1;
return myImage->GetPixel(ImageX, ImageY) * GetColor();
}
@ -180,8 +180,8 @@ Color Sprite::GetPixel(unsigned int X, unsigned int Y) const
void Sprite::Render(RenderTarget&) const
{
// Get the sprite size
float Width = static_cast<float>(mySubRect.GetWidth());
float Height = static_cast<float>(mySubRect.GetHeight());
float Width = static_cast<float>(mySubRect.GetSize().x);
float Height = static_cast<float>(mySubRect.GetSize().y);
// Check if the image is valid
if (myImage && (myImage->GetWidth() > 0) && (myImage->GetHeight() > 0))

View file

@ -26,7 +26,6 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/View.hpp>
#include <algorithm>
namespace sf
@ -34,102 +33,116 @@ namespace sf
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
////////////////////////////////////////////////////////////
View::View(const FloatRect& ViewRect)
View::View(const FloatRect& Rect)
{
SetFromRect(ViewRect);
SetRect(Rect);
}
////////////////////////////////////////////////////////////
/// Construct the view from its center and half-size
/// Construct the view from its center and size
////////////////////////////////////////////////////////////
View::View(const sf::Vector2f& Center, const sf::Vector2f& HalfSize) :
myCenter (Center),
myHalfSize (HalfSize),
myNeedUpdate(true)
View::View(const Vector2f& Center, const Vector2f& Size) :
myCenter (Center),
mySize (Size),
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)
////////////////////////////////////////////////////////////
void View::SetCenter(float X, float Y)
{
myCenter.x = X;
myCenter.y = Y;
myNeedUpdate = true;
myCenter.x = X;
myCenter.y = Y;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Change the center of the view (take a vector)
////////////////////////////////////////////////////////////
void View::SetCenter(const sf::Vector2f& Center)
void View::SetCenter(const Vector2f& Center)
{
SetCenter(Center.x, Center.y);
}
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take 2 values)
/// Change the size of the view (take 2 values)
////////////////////////////////////////////////////////////
void View::SetHalfSize(float HalfWidth, float HalfHeight)
void View::SetSize(float Width, float Height)
{
myHalfSize.x = HalfWidth;
myHalfSize.y = HalfHeight;
myNeedUpdate = true;
mySize.x = Width;
mySize.y = Height;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Change the half-size of the view (take a vector)
/// Change the size of the view (take a vector)
////////////////////////////////////////////////////////////
void View::SetHalfSize(const sf::Vector2f& HalfSize)
void View::SetSize(const Vector2f& Size)
{
SetHalfSize(HalfSize.x, HalfSize.y);
SetSize(Size.x, Size.y);
}
////////////////////////////////////////////////////////////
/// Rebuild the view from a rectangle
/// Get the rectangle defining the view,
/// which is the combined center and size.
////////////////////////////////////////////////////////////
void View::SetFromRect(const FloatRect& ViewRect)
FloatRect View::GetRect() const
{
SetCenter( (ViewRect.Right + ViewRect.Left) / 2, (ViewRect.Bottom + ViewRect.Top) / 2);
SetHalfSize((ViewRect.Right - ViewRect.Left) / 2, (ViewRect.Bottom - ViewRect.Top) / 2);
return FloatRect(myCenter.x - mySize.x / 2,
myCenter.y - mySize.y / 2,
myCenter.x + mySize.x / 2,
myCenter.y + mySize.y / 2);
}
////////////////////////////////////////////////////////////
/// Get the center of the view
////////////////////////////////////////////////////////////
const sf::Vector2f& View::GetCenter() const
const Vector2f& View::GetCenter() const
{
return myCenter;
}
////////////////////////////////////////////////////////////
/// Get the half-size of the view
/// Get the size of the view
////////////////////////////////////////////////////////////
const sf::Vector2f& View::GetHalfSize() const
const Vector2f& View::GetSize() const
{
return myHalfSize;
}
////////////////////////////////////////////////////////////
/// Get the bounding rectangle of the view
////////////////////////////////////////////////////////////
const sf::FloatRect& View::GetRect() const
{
// Recompute it if needed
if (myNeedUpdate)
const_cast<View*>(this)->RecomputeMatrix();
return myRect;
return mySize;
}
@ -138,16 +151,17 @@ const sf::FloatRect& View::GetRect() const
////////////////////////////////////////////////////////////
void View::Move(float OffsetX, float OffsetY)
{
myCenter.x += OffsetX;
myCenter.y += OffsetY;
myNeedUpdate = true;
myCenter.x += OffsetX;
myCenter.y += OffsetY;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Move the view (take a vector)
////////////////////////////////////////////////////////////
void View::Move(const sf::Vector2f& Offset)
void View::Move(const Vector2f& Offset)
{
Move(Offset.x, Offset.y);
}
@ -160,8 +174,9 @@ void View::Zoom(float Factor)
{
if (Factor != 0)
{
myHalfSize /= Factor;
myNeedUpdate = true;
mySize /= Factor;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
}
@ -173,36 +188,28 @@ const Matrix3& View::GetMatrix() const
{
// Recompute the matrix if needed
if (myNeedUpdate)
const_cast<View*>(this)->RecomputeMatrix();
{
myMatrix.SetFromProjection(GetRect());
myNeedUpdate = false;
}
return myMatrix;
}
////////////////////////////////////////////////////////////
/// Recompute the view rectangle and the projection matrix
/// Get the inverse projection matrix of the view
////////////////////////////////////////////////////////////
void View::RecomputeMatrix()
const Matrix3& View::GetInverseMatrix() const
{
// Compute the 4 corners of the view
float Left = myCenter.x - myHalfSize.x;
float Top = myCenter.y - myHalfSize.y;
float Right = myCenter.x + myHalfSize.x;
float Bottom = myCenter.y + myHalfSize.y;
// Recompute the matrix if needed
if (myNeedInvUpdate)
{
myInverseMatrix = GetMatrix().GetInverse();
myNeedInvUpdate = false;
}
// Update the view rectangle - be careful, reversed views are allowed !
myRect.Left = std::min(Left, Right);
myRect.Top = std::min(Top, Bottom);
myRect.Right = std::max(Left, Right);
myRect.Bottom = std::max(Top, Bottom);
// Update the projection matrix
myMatrix(0, 0) = 2.f / (Right - Left);
myMatrix(1, 1) = 2.f / (Top - Bottom);
myMatrix(0, 2) = (Left + Right) / (Left - Right);
myMatrix(1, 2) = (Bottom + Top) / (Bottom - Top);
myNeedUpdate = false;
return myInverseMatrix;
}
} // namespace sf