Magic_Game/src/kiwano/2d/ShapeNode.h

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2019-04-11 14:40:54 +08:00
// 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.
#pragma once
#include "Actor.h"
#include "../renderer/render.h" // ID2D1Geometry
2019-04-11 14:40:54 +08:00
namespace kiwano
{
// <20><>άͼ<CEAC>ν<EFBFBD>ɫ
class KGE_API ShapeNode
: public VisualNode
{
public:
ShapeNode();
ShapeNode(
ComPtr<ID2D1Geometry> geometry
);
virtual ~ShapeNode();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetFillColor() const { return fill_color_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetStrokeColor() const { return stroke_color_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float GetStrokeWidth() const { return stroke_width_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
StrokeStyle SetOutlineJoinStyle() const { return outline_join_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
Rect GetBoundingBox();
// <20>ж<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool ContainsPoint(
Point const& point
);
// <20><>ȡͼ<C8A1><CDBC>չ<EFBFBD><D5B9><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ֱ<EFBFBD>ߵij<DFB5><C4B3><EFBFBD>
float GetLength();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float ComputeArea();
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>·<EFBFBD><C2B7><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD>λ<EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool ComputePointAtLength(
float length,
Point& point,
Vec2& tangent
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetFillColor(
const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetStrokeColor(
const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetStrokeWidth(
float width
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
void SetOutlineJoinStyle(
StrokeStyle outline_join
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
inline void SetGeometry(ComPtr<ID2D1Geometry> geometry) { geo_ = geometry; }
// <20><>ȡ<EFBFBD><C8A1>״
inline ComPtr<ID2D1Geometry> GetGeometry() const { return geo_; }
void OnRender() override;
protected:
Color fill_color_;
Color stroke_color_;
float stroke_width_;
StrokeStyle outline_join_;
ComPtr<ID2D1Geometry> geo_;
};
// ֱ<><D6B1>
class KGE_API LineNode
: public ShapeNode
{
public:
LineNode();
LineNode(
Point const& begin,
Point const& end
);
virtual ~LineNode();
Point const& GetBegin() const { return begin_; }
Point const& GetEnd() const { return end_; }
void SetLine(
Point const& begin,
Point const& end
);
void SetBegin(
Point const& begin
);
void SetEnd(
Point const& end
);
protected:
Point begin_;
Point end_;
};
// <20><><EFBFBD>ν<EFBFBD>ɫ
class KGE_API RectNode
: public ShapeNode
{
public:
RectNode();
RectNode(
Rect const& rect
);
RectNode(
Point const& left_top,
Size const& size
);
virtual ~RectNode();
Rect const& GetRect() const { return rect_; }
void SetRect(Rect const& rect);
protected:
Rect rect_;
};
// Բ<>Ǿ<EFBFBD><C7BE>ν<EFBFBD>ɫ
class KGE_API RoundedRectNode
: public ShapeNode
{
public:
RoundedRectNode();
RoundedRectNode(
Rect const& rect,
float radius_x,
float radius_y
);
virtual ~RoundedRectNode();
float GetRadiusX() const { return radius_x_; }
float GetRadiusY() const { return radius_y_; }
void SetRadius(
float radius_x,
float radius_y
);
Rect const& GetRect() const { return rect_; }
void SetRect(
Rect const& rect
);
void SetRoundedRect(
Rect const& rect,
float radius_x,
float radius_y
);
protected:
Rect rect_;
float radius_x_;
float radius_y_;
};
// Բ<>ν<EFBFBD>ɫ
class KGE_API CircleNode
: public ShapeNode
{
public:
CircleNode();
CircleNode(
Point const& center,
float radius
);
virtual ~CircleNode();
float GetRadius() const { return radius_; }
void SetRadius(
float radius
);
Point const& GetCenter() const { return center_; }
void SetCenter(
Point const& center
);
void SetCircle(
Point const& center,
float radius
);
protected:
Point center_;
float radius_;
};
// <20><>Բ<EFBFBD><D4B2>ɫ
class KGE_API EllipseNode
: public ShapeNode
{
public:
EllipseNode();
EllipseNode(
Point const& center,
float radius_x,
float radius_y
);
virtual ~EllipseNode();
float GetRadiusX() const { return radius_x_; }
float GetRadiusY() const { return radius_y_; }
void SetRadius(
float radius_x,
float radius_y
);
Point const& GetCenter() const { return center_; }
void SetCenter(
Point const& center
);
void SetEllipse(
Point const& center,
float radius_x,
float radius_y
);
protected:
Point center_;
float radius_x_;
float radius_y_;
};
// ·<><C2B7><EFBFBD><EFBFBD>ɫ
class KGE_API PathNode
: public ShapeNode
{
public:
PathNode();
virtual ~PathNode();
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void BeginPath(
Point const& begin_pos = Point{} /* <20><>ʼ<EFBFBD><CABC> */
);
// <20><><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void EndPath(
bool closed = true /* ·<><C2B7><EFBFBD>Ƿ<EFBFBD><C7B7>պ<EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>߶<EFBFBD>
void AddLine(
Point const& point /* <20>˵<EFBFBD> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>߶<EFBFBD>
void AddLines(
Array<Point> const& points
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>η<EFBFBD><CEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddBezier(
Point const& point1, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵ<DFB5>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD> */
Point const& point2, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵڶ<C4B5><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD> */
Point const& point3 /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5>յ<EFBFBD> */
);
// <20><><EFBFBD>ӻ<EFBFBD><D3BB><EFBFBD>
void AddArc(
Point const& point, /* <20>յ<EFBFBD> */
Size const& radius, /* <20><>Բ<EFBFBD>뾶 */
float rotation, /* <20><>Բ<EFBFBD><D4B2>ת<EFBFBD>Ƕ<EFBFBD> */
bool clockwise = true, /* ˳ʱ<CBB3><CAB1> or <20><>ʱ<EFBFBD><CAB1> */
bool is_small = true /* <20>Ƿ<EFBFBD>ȡС<C8A1><D0A1> 180<38><30> <20>Ļ<EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void ClearPath();
protected:
ComPtr<ID2D1PathGeometry> current_geometry_;
ComPtr<ID2D1GeometrySink> current_sink_;
};
}