Magic_Game/src/kiwano/2d/ShapeActor.cpp

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "ShapeActor.h"
#include "../base/logs.h"
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namespace kiwano
{
ShapeActor::ShapeActor()
: fill_color_(Color::White)
, stroke_color_(Color(Color::Black, 0))
, stroke_width_(1.f)
, outline_join_(StrokeStyle::Miter)
{
}
ShapeActor::ShapeActor(ComPtr<ID2D1Geometry> geometry)
: ShapeActor()
{
SetGeometry(geometry);
}
ShapeActor::~ShapeActor()
{
}
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Rect ShapeActor::GetBounds() const
{
if (!geo_)
return Rect{};
D2D1_RECT_F rect;
// no matter it failed or not
geo_->GetBounds(D2D1::Matrix3x2F::Identity(), &rect);
return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
}
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Rect ShapeActor::GetBoundingBox() const
{
if (!geo_)
return Rect{};
D2D1_RECT_F rect;
// no matter it failed or not
geo_->GetBounds(DX::ConvertToMatrix3x2F(transform_matrix_), &rect);
return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
}
float ShapeActor::GetLength()
{
float length = 0.f;
if (geo_)
{
// no matter it failed or not
geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
}
return length;
}
bool ShapeActor::ComputePointAtLength(float length, Point& point, Vec2& tangent)
{
if (geo_)
{
if (SUCCEEDED(geo_->ComputePointAtLength(
length,
D2D1::Matrix3x2F::Identity(),
DX::ConvertToPoint2F(&point),
DX::ConvertToPoint2F(&tangent))))
{
return true;
}
}
return false;
}
float ShapeActor::ComputeArea()
{
if (!geo_)
return 0.f;
float area = 0.f;
// no matter it failed or not
geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
return area;
}
bool ShapeActor::ContainsPoint(Point const& point)
{
if (!geo_)
return false;
BOOL ret = 0;
// no matter it failed or not
geo_->FillContainsPoint(
DX::ConvertToPoint2F(point),
D2D1::Matrix3x2F::Identity(),
&ret
);
return !!ret;
}
void ShapeActor::SetFillColor(const Color & color)
{
fill_color_ = color;
}
void ShapeActor::SetStrokeColor(const Color & color)
{
stroke_color_ = color;
}
void ShapeActor::SetStrokeWidth(float width)
{
stroke_width_ = std::max(width, 0.f);
}
void ShapeActor::SetOutlineJoinStyle(StrokeStyle outline_join)
{
outline_join_ = outline_join;
}
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void ShapeActor::OnRender(Renderer* renderer)
{
if (geo_)
{
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PrepareRender(renderer);
renderer->FillGeometry(
geo_,
fill_color_
);
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renderer->DrawGeometry(
geo_,
stroke_color_,
stroke_width_,
outline_join_
);
}
}
//-------------------------------------------------------
// LineActor
//-------------------------------------------------------
LineActor::LineActor()
{
}
LineActor::LineActor(Point const& begin, Point const& end)
{
SetLine(begin, end);
}
LineActor::~LineActor()
{
}
void LineActor::SetLine(Point const& begin, Point const& end)
{
ComPtr<ID2D1PathGeometry> path_geo;
ComPtr<ID2D1GeometrySink> path_sink;
HRESULT hr = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory()->CreatePathGeometry(&path_geo);
if (SUCCEEDED(hr))
{
hr = path_geo->Open(&path_sink);
}
if (SUCCEEDED(hr))
{
path_sink->BeginFigure(DX::ConvertToPoint2F(begin), D2D1_FIGURE_BEGIN_FILLED);
path_sink->AddLine(DX::ConvertToPoint2F(end));
path_sink->EndFigure(D2D1_FIGURE_END_OPEN);
hr = path_sink->Close();
}
if (SUCCEEDED(hr))
{
geo_ = path_geo;
}
}
void LineActor::SetBegin(Point const& begin)
{
SetLine(begin, end_);
}
void LineActor::SetEnd(Point const& end)
{
SetLine(begin_, end);
}
//-------------------------------------------------------
// RectActor
//-------------------------------------------------------
RectActor::RectActor()
{
}
RectActor::RectActor(Rect const& rect)
{
SetRect(rect);
}
RectActor::RectActor(Point const& left_top, Size const& size)
{
SetRect(Rect{ left_top, size });
}
RectActor::~RectActor()
{
}
void RectActor::SetRect(Rect const& rect)
{
ComPtr<ID2D1RectangleGeometry> geo;
auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
if (SUCCEEDED(factory->CreateRectangleGeometry(DX::ConvertToRectF(rect), &geo)))
{
geo_ = geo;
rect_ = rect;
}
}
//-------------------------------------------------------
// RoundRectActor
//-------------------------------------------------------
RoundRectActor::RoundRectActor()
: radius_x_(0.f)
, radius_y_(0.f)
{
}
RoundRectActor::RoundRectActor(Rect const& rect, float radius_x, float radius_y)
{
SetRoundedRect(rect, radius_x, radius_y);
}
RoundRectActor::~RoundRectActor()
{
}
void RoundRectActor::SetRadius(float radius_x, float radius_y)
{
SetRoundedRect(rect_, radius_x, radius_y);
}
void RoundRectActor::SetRect(Rect const& rect)
{
SetRoundedRect(rect, radius_x_, radius_y_);
}
void RoundRectActor::SetRoundedRect(Rect const& rect, float radius_x, float radius_y)
{
ComPtr<ID2D1RoundedRectangleGeometry> geo;
auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
if (SUCCEEDED(factory->CreateRoundedRectangleGeometry(
D2D1::RoundedRect(
DX::ConvertToRectF(rect),
radius_x,
radius_y
),
&geo)))
{
geo_ = geo;
rect_ = rect;
radius_x_ = radius_x;
radius_y_ = radius_y;
}
}
//-------------------------------------------------------
// CircleActor
//-------------------------------------------------------
CircleActor::CircleActor()
: radius_(0.f)
{
}
CircleActor::CircleActor(Point const& center, float radius)
{
SetCircle(center, radius);
}
CircleActor::~CircleActor()
{
}
void CircleActor::SetRadius(float radius)
{
SetCircle(center_, radius);
}
void CircleActor::SetCenter(Point const& center)
{
SetCircle(center, radius_);
}
void CircleActor::SetCircle(Point const& center, float radius)
{
ComPtr<ID2D1EllipseGeometry> geo;
auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
if (SUCCEEDED(factory->CreateEllipseGeometry(
D2D1::Ellipse(
DX::ConvertToPoint2F(center),
radius,
radius),
&geo)))
{
geo_ = geo;
center_ = center;
radius_ = radius;
}
}
//-------------------------------------------------------
// EllipseActor
//-------------------------------------------------------
EllipseActor::EllipseActor()
: radius_x_(0.f)
, radius_y_(0.f)
{
}
EllipseActor::EllipseActor(Point const& center, float radius_x, float radius_y)
{
SetEllipse(center, radius_x, radius_y);
}
EllipseActor::~EllipseActor()
{
}
void EllipseActor::SetRadius(float radius_x, float radius_y)
{
SetEllipse(center_, radius_x, radius_y);
}
void EllipseActor::SetCenter(Point const& center)
{
SetEllipse(center, radius_x_, radius_y_);
}
void EllipseActor::SetEllipse(Point const& center, float radius_x, float radius_y)
{
ComPtr<ID2D1EllipseGeometry> geo;
auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
if (SUCCEEDED(factory->CreateEllipseGeometry(
D2D1::Ellipse(
DX::ConvertToPoint2F(center),
radius_x,
radius_y),
&geo)))
{
geo_ = geo;
radius_x_ = radius_x;
radius_y_ = radius_y;
}
}
//-------------------------------------------------------
// PathActor
//-------------------------------------------------------
PathActor::PathActor()
{
}
PathActor::~PathActor()
{
}
void PathActor::BeginPath(Point const& begin_pos)
{
current_geometry_ = nullptr;
auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
ThrowIfFailed(
factory->CreatePathGeometry(&current_geometry_)
);
ThrowIfFailed(
current_geometry_->Open(&current_sink_)
);
current_sink_->BeginFigure(DX::ConvertToPoint2F(begin_pos), D2D1_FIGURE_BEGIN_FILLED);
}
void PathActor::EndPath(bool closed)
{
if (current_sink_)
{
current_sink_->EndFigure(closed ? D2D1_FIGURE_END_CLOSED : D2D1_FIGURE_END_OPEN);
ThrowIfFailed(
current_sink_->Close()
);
geo_ = current_geometry_;
current_sink_ = nullptr;
current_geometry_ = nullptr;
}
}
void PathActor::AddLine(Point const& point)
{
if (current_sink_)
current_sink_->AddLine(DX::ConvertToPoint2F(point));
}
void PathActor::AddLines(Vector<Point> const& points)
{
if (current_sink_ && !points.empty())
{
current_sink_->AddLines(
reinterpret_cast<const D2D_POINT_2F*>(&points[0]),
static_cast<UINT32>(points.size())
);
}
}
void PathActor::AddBezier(Point const& point1, Point const& point2, Point const& point3)
{
if (current_sink_)
{
current_sink_->AddBezier(
D2D1::BezierSegment(
DX::ConvertToPoint2F(point1),
DX::ConvertToPoint2F(point2),
DX::ConvertToPoint2F(point3)
)
);
}
}
void PathActor::AddArc(Point const& point, Size const& radius, float rotation, bool clockwise, bool is_small)
{
if (current_sink_)
{
current_sink_->AddArc(
D2D1::ArcSegment(
DX::ConvertToPoint2F(point),
DX::ConvertToSizeF(radius),
rotation,
clockwise ? D2D1_SWEEP_DIRECTION_CLOCKWISE : D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE,
is_small ? D2D1_ARC_SIZE_SMALL : D2D1_ARC_SIZE_LARGE
)
);
}
}
void PathActor::ClearPath()
{
geo_ = nullptr;
current_sink_ = nullptr;
current_geometry_ = nullptr;
}
}