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
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#include <kiwano/2d/Actor.h>
#include <kiwano/renderer/Geometry.h>
#include <kiwano/renderer/StrokeStyle.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(ShapeActor);
KGE_DECLARE_SMART_PTR(LineActor);
KGE_DECLARE_SMART_PTR(RectActor);
KGE_DECLARE_SMART_PTR(RoundRectActor);
KGE_DECLARE_SMART_PTR(CircleActor);
KGE_DECLARE_SMART_PTR(EllipseActor);
KGE_DECLARE_SMART_PTR(PolygonActor);
KGE_DECLARE_SMART_PTR(PathActor);
/**
* \addtogroup Actors
* @{
*/
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>άͼ<EFBFBD>ν<EFBFBD>ɫ
*/
class KGE_API ShapeActor
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: public Actor
{
public:
ShapeActor();
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ShapeActor(Geometry const& geometry);
virtual ~ShapeActor();
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetFillColor() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetStrokeColor() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float GetStrokeWidth() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
StrokeStyle SetStrokeStyle() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>״
Geometry GetGeometry() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>߽<EFBFBD>
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Rect GetBounds() const override;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
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Rect GetBoundingBox() const override;
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/// \~chinese
/// @brief <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><D7B4>
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bool ContainsPoint(const Point& point) const override;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetFillColor(const Color& color);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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void SetStrokeColor(const Color& color);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȣ<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ 1.0
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void SetStrokeWidth(float width);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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void SetStrokeStyle(StrokeStyle stroke_style);
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/// \~chinese
/// @brief <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>״
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void SetGeometry(Geometry const& geometry);
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void OnRender(RenderTarget* rt) override;
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private:
Color fill_color_;
Color stroke_color_;
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float stroke_width_;
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StrokeStyle stroke_style_;
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Rect bounds_;
Geometry geo_;
};
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/// \~chinese
/// @brief <20>߶<EFBFBD>ͼ<EFBFBD>ν<EFBFBD>ɫ
class KGE_API LineActor
: public ShapeActor
{
public:
LineActor();
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/// \~chinese
/// @brief <20>߶<EFBFBD>ͼ<EFBFBD>ν<EFBFBD>ɫ
/// @param begin <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param end <20>߶<EFBFBD><DFB6>յ<EFBFBD>
LineActor(Point const& begin, Point const& end);
virtual ~LineActor();
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
Point const& GetBeginPoint() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD>߶<EFBFBD><DFB6>յ<EFBFBD>
Point const& GetEndPoint() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param begin <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
void SetBeginPoint(Point const& begin);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD><DFB6>յ<EFBFBD>
/// @param end <20>߶<EFBFBD><DFB6>յ<EFBFBD>
void SetEndPoint(Point const& end);
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/// \~chinese
/// @brief <20><><EFBFBD>þ<EFBFBD><C3BE>δ<EFBFBD>С
/// @param begin <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param end <20>߶<EFBFBD><DFB6>յ<EFBFBD>
void SetLine(Point const& begin, Point const& end);
private:
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Point begin_;
Point end_;
};
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/// \~chinese
/// @brief <20><><EFBFBD>ν<EFBFBD>ɫ
class KGE_API RectActor
: public ShapeActor
{
public:
RectActor();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ν<EFBFBD>ɫ
/// @param size <20><><EFBFBD>δ<EFBFBD>С
RectActor(Size const& size);
virtual ~RectActor();
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>δ<EFBFBD>С
Size const& GetRectSize() const;
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/// \~chinese
/// @brief <20><><EFBFBD>þ<EFBFBD><C3BE>δ<EFBFBD>С
/// @param size <20><><EFBFBD>δ<EFBFBD>С
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void SetRectSize(Size const& size);
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private:
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Size rect_size_;
};
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/// \~chinese
/// @brief Բ<>Ǿ<EFBFBD><C7BE>ν<EFBFBD>ɫ
class KGE_API RoundRectActor
: public ShapeActor
{
public:
RoundRectActor();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>ν<EFBFBD>ɫ
/// @param size Բ<>Ǿ<EFBFBD><C7BE>δ<EFBFBD>С
/// @param radius Բ<>ǰ뾶
RoundRectActor(Size const& size, Vec2 const& radius);
virtual ~RoundRectActor();
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/// \~chinese
/// @brief <20><>ȡԲ<C8A1>ǰ뾶
Vec2 GetRadius() const;
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/// \~chinese
/// @brief <20><>ȡԲ<C8A1>Ǿ<EFBFBD><C7BE>δ<EFBFBD>С
Size GetRectSize() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ǰ뾶
/// @param radius Բ<>ǰ뾶
void SetRadius(Vec2 const& radius);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>δ<EFBFBD>С
/// @param size Բ<>Ǿ<EFBFBD><C7BE>δ<EFBFBD>С
void SetRectSize(Size const& size);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
/// @param size Բ<>Ǿ<EFBFBD><C7BE>δ<EFBFBD>С
/// @param radius Բ<>ǰ뾶
void SetRoundedRect(Size const& size, Vec2 const& radius);
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private:
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Size rect_size_;
Vec2 radius_;
};
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/// \~chinese
/// @brief Բ<>ν<EFBFBD>ɫ
class KGE_API CircleActor
: public ShapeActor
{
public:
CircleActor();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ν<EFBFBD>ɫ
/// @param radius Բ<>ΰ뾶
CircleActor(float radius);
virtual ~CircleActor();
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/// \~chinese
/// @brief <20><>ȡԲ<C8A1>ΰ뾶
float GetRadius() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ΰ뾶
/// @param radius Բ<>ΰ뾶
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void SetRadius(float radius);
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private:
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float radius_;
};
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/// \~chinese
/// @brief <20><>Բ<EFBFBD><D4B2>ɫ
class KGE_API EllipseActor
: public ShapeActor
{
public:
EllipseActor();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>ɫ
/// @param radius <20><>Բ<EFBFBD>
EllipseActor(Vec2 const& radius);
virtual ~EllipseActor();
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Բ<EFBFBD>
Vec2 GetRadius() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>
/// @param radius <20><>Բ<EFBFBD>
void SetRadius(Vec2 const& radius);
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private:
Vec2 radius_;
};
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ν<EFBFBD>ɫ
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class KGE_API PolygonActor
: public ShapeActor
{
public:
PolygonActor();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ν<EFBFBD>ɫ
/// @param points <20><><EFBFBD><EFBFBD><EFBFBD>ζ˵㼯<CBB5><E3BCAF>
PolygonActor(Vector<Point> const& points);
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virtual ~PolygonActor();
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/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ζ˵<CEB6>
/// @param points <20><><EFBFBD><EFBFBD><EFBFBD>ζ˵㼯<CBB5><E3BCAF>
void SetVertices(Vector<Point> const& points);
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};
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/// \~chinese
/// @brief ·<><C2B7>ͼ<EFBFBD>ν<EFBFBD>ɫ
class KGE_API PathActor
: public ShapeActor
{
public:
PathActor();
virtual ~PathActor();
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
/// @param begin_pos <20><>ʼ<EFBFBD><CABC>
void BeginPath(Point const& begin_pos = Point());
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
/// @param closed ·<><C2B7><EFBFBD>Ƿ<EFBFBD><C7B7>պ<EFBFBD>
void EndPath(bool closed = true);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>߶<EFBFBD>
/// @param point <20>߶ζ˵<CEB6>
void AddLine(Point const& point);
/// \~chinese
/// @brief <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>߶<EFBFBD>
/// @param points <20>߶ζ˵㼯<CBB5><E3BCAF>
void AddLines(Vector<Point> const& points);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>η<EFBFBD><CEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param point1 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵ<DFB5>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>
/// @param point2 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵĵڶ<C4B5><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>
/// @param point3 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߵ<EFBFBD><DFB5>յ<EFBFBD>
void AddBezier(Point const& point1, Point const& point2, Point const& point3);
/// \~chinese
/// @brief <20><><EFBFBD>ӻ<EFBFBD><D3BB><EFBFBD>
/// @param point <20><>ԲԲ<D4B2><D4B2>
/// @param radius <20><>Բ<EFBFBD>
/// @param rotation <20><>Բ<EFBFBD><D4B2>ת<EFBFBD>Ƕ<EFBFBD>
/// @param clockwise ˳ʱ<CBB3><CAB1> or <20><>ʱ<EFBFBD><CAB1>
/// @param is_small <20>Ƿ<EFBFBD>ȡС<C8A1><D0A1> 180<38><30> <20>Ļ<EFBFBD>
void AddArc(Point const& point, Size const& radius, float rotation, bool clockwise = true, bool is_small = true);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
void ClearPath();
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private:
GeometrySink sink_;
};
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/** @} */
inline Color ShapeActor::GetFillColor() const { return fill_color_; }
inline Color ShapeActor::GetStrokeColor() const { return stroke_color_; }
inline float ShapeActor::GetStrokeWidth() const { return stroke_width_; }
inline StrokeStyle ShapeActor::SetStrokeStyle() const { return stroke_style_; }
inline Geometry ShapeActor::GetGeometry() const { return geo_; }
inline Point const& LineActor::GetBeginPoint() const { return begin_; }
inline Point const& LineActor::GetEndPoint() const { return end_; }
inline void LineActor::SetBeginPoint(Point const& begin) { SetLine(begin, end_); }
inline void LineActor::SetEndPoint(Point const& end) { SetLine(begin_, end); }
inline Size const& RectActor::GetRectSize() const { return rect_size_; }
inline Vec2 RoundRectActor::GetRadius() const { return radius_; }
inline Size RoundRectActor::GetRectSize() const { return GetSize(); }
inline float CircleActor::GetRadius() const { return radius_; }
inline Vec2 EllipseActor::GetRadius() const { return radius_; }
}