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

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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.
#pragma once
#include "Actor.h"
#include "../renderer/Geometry.h"
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namespace kiwano
{
// <20><>άͼ<CEAC>ν<EFBFBD>ɫ
class KGE_API ShapeActor
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: public Actor
{
public:
ShapeActor();
ShapeActor(
Geometry geometry
);
virtual ~ShapeActor();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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inline Color GetFillColor() const { return fill_color_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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inline Color GetStrokeColor() const { return stroke_color_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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inline Float32 GetStrokeWidth() const { return stroke_width_; }
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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inline StrokeStyle SetStrokeStyle() const { return stroke_style_; }
// <20><>ȡ<EFBFBD><C8A1>״
inline Geometry GetGeometry() const { return geo_; }
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// <20><>ȡ<EFBFBD>߽<EFBFBD>
Rect GetBounds() const override;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
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Rect GetBoundingBox() const override;
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><D7B4>
bool ContainsPoint(const Point& point) const override;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetFillColor(const Color& color);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetStrokeColor(const Color& color);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void SetStrokeWidth(Float32 width);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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void SetStrokeStyle(StrokeStyle stroke_style);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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void SetGeometry(Geometry geometry);
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void OnRender(RenderTarget* rt) override;
protected:
Color fill_color_;
Color stroke_color_;
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Float32 stroke_width_;
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StrokeStyle stroke_style_;
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Rect bounds_;
Geometry geo_;
};
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// ֱ<>߽<EFBFBD>ɫ
class KGE_API LineActor
: public ShapeActor
{
public:
LineActor();
LineActor(
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Point const& point
);
virtual ~LineActor();
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Point const& GetPoint() const { return point_; }
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void SetPoint(
Point const& point
);
protected:
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Point point_;
};
// <20><><EFBFBD>ν<EFBFBD>ɫ
class KGE_API RectActor
: public ShapeActor
{
public:
RectActor();
RectActor(
Size const& size
);
virtual ~RectActor();
void SetRectSize(Size const& size);
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inline Size const& GetRectSize() const { return rect_size_; }
protected:
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Size rect_size_;
};
// Բ<>Ǿ<EFBFBD><C7BE>ν<EFBFBD>ɫ
class KGE_API RoundRectActor
: public ShapeActor
{
public:
RoundRectActor();
RoundRectActor(
Size const& size,
Vec2 const& radius
);
virtual ~RoundRectActor();
void SetRadius(
Vec2 const& radius
);
void SetRectSize(
Size const& size
);
void SetRoundedRect(
Size const& size,
Vec2 const& radius
);
inline Vec2 GetRadius() const { return radius_; }
inline Size GetRectSize() const { return size_; }
protected:
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Size rect_size_;
Vec2 radius_;
};
// Բ<>ν<EFBFBD>ɫ
class KGE_API CircleActor
: public ShapeActor
{
public:
CircleActor();
CircleActor(
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Float32 radius
);
virtual ~CircleActor();
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inline Float32 GetRadius() const { return radius_; }
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void SetRadius(Float32 radius);
protected:
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Float32 radius_;
};
// <20><>Բ<EFBFBD><D4B2>ɫ
class KGE_API EllipseActor
: public ShapeActor
{
public:
EllipseActor();
EllipseActor(
Vec2 const& radius
);
virtual ~EllipseActor();
Vec2 GetRadius() const { return radius_; }
void SetRadius(
Vec2 const& radius
);
protected:
Vec2 radius_;
};
// ·<><C2B7><EFBFBD><EFBFBD>ɫ
class KGE_API PathActor
: public ShapeActor
{
public:
PathActor();
virtual ~PathActor();
// <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(
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Vector<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 */
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Float32 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:
GeometrySink sink_;
};
}