Magic_Game/core/Collider/ColliderRect.cpp

68 lines
1.4 KiB
C++

#include "..\e2dcollider.h"
#include "..\e2dnode.h"
e2d::ColliderRect::ColliderRect()
: _d2dRectangle(nullptr)
{
}
e2d::ColliderRect::ColliderRect(double x, double y, double width, double height)
: _d2dRectangle(nullptr)
{
this->setRect(x, y, x + width, y + height);
}
e2d::ColliderRect::ColliderRect(Node * node)
: _d2dRectangle(nullptr)
{
this->setRect(0, 0, node->getRealWidth(), node->getRealHeight());
this->setAutoResize(true);
}
e2d::ColliderRect * e2d::ColliderRect::create()
{
return Create<ColliderRect>();
}
e2d::ColliderRect * e2d::ColliderRect::create(double x, double y, double width, double height)
{
return Create<ColliderRect>(x, y, width, height);
}
e2d::ColliderRect * e2d::ColliderRect::create(Node * node)
{
return Create<ColliderRect>(node);
}
e2d::ColliderRect::~ColliderRect()
{
SafeReleaseInterface(_d2dRectangle);
}
void e2d::ColliderRect::setRect(double left, double top, double right, double bottom)
{
SafeReleaseInterface(_d2dRectangle);
Renderer::getID2D1Factory()->CreateRectangleGeometry(
D2D1::RectF(
float(left),
float(top),
float(right),
float(bottom)),
&_d2dRectangle
);
}
void e2d::ColliderRect::_resize()
{
if (_parentNode && _enable)
{
this->setRect(0, 0, _parentNode->getRealWidth(), _parentNode->getRealHeight());
}
}
ID2D1RectangleGeometry * e2d::ColliderRect::getD2dGeometry() const
{
return _d2dRectangle;
}