Magic_Game/core/Shape/Shape.cpp

110 lines
1.9 KiB
C++

#include "..\eshape.h"
#include "..\emanagers.h"
#include "..\enodes.h"
e2d::Shape::Shape()
: m_bIsVisiable(true)
, m_nColor(Color::RED)
, m_fOpacity(1)
, m_pParentNode(nullptr)
, m_pTransformedShape(nullptr)
, m_bEnable(true)
, m_bAutoResize(true)
{
}
e2d::Shape::~Shape()
{
SafeReleaseInterface(&m_pTransformedShape);
}
e2d::Node * e2d::Shape::getParentNode() const
{
return m_pParentNode;
}
void e2d::Shape::setEnable(bool bEnable)
{
m_bEnable = bEnable;
}
void e2d::Shape::setVisiable(bool bVisiable)
{
m_bIsVisiable = bVisiable;
}
void e2d::Shape::setColor(UINT32 color)
{
m_nColor = color;
}
void e2d::Shape::setOpacity(double opacity)
{
m_fOpacity = min(max(static_cast<float>(opacity), 0), 1);
}
void e2d::Shape::setAutoResize(bool bEnable)
{
m_bAutoResize = bEnable;
}
void e2d::Shape::_render()
{
if (m_pTransformedShape && m_bEnable)
{
ID2D1SolidColorBrush * pBrush = Renderer::getSolidColorBrush();
// 눼쉔뺌岬
Renderer::getRenderTarget()->CreateSolidColorBrush(
D2D1::ColorF(
m_nColor,
m_fOpacity),
&pBrush
);
// 삥齡섯부近榴
Renderer::getRenderTarget()->DrawGeometry(m_pTransformedShape, pBrush);
}
}
int e2d::Shape::getRelationWith(Shape * pShape) const
{
if (m_pTransformedShape && pShape->m_pTransformedShape)
{
if (m_bEnable && pShape->m_bEnable)
{
D2D1_GEOMETRY_RELATION relation;
m_pTransformedShape->CompareWithGeometry(
pShape->m_pTransformedShape,
D2D1::Matrix3x2F::Identity(),
&relation
);
return relation;
}
}
return 0;
}
void e2d::Shape::_transform()
{
if (m_pParentNode && m_bEnable)
{
if (m_bAutoResize)
{
this->_resize();
}
// 姦렴覩近榴
SafeReleaseInterface(&m_pTransformedShape);
// 몽앴만쌘듐瘻뻣섯부暠近
Renderer::getID2D1Factory()->CreateTransformedGeometry(
getD2dGeometry(),
m_pParentNode->m_MatriFinal,
&m_pTransformedShape
);
CollisionManager::__updateShape(this);
}
}