442 lines
9.6 KiB
C++
442 lines
9.6 KiB
C++
// Copyright (c) 2016-2018 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "Geometry.h"
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#include "../renderer/render.h"
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#include "../base/logs.h"
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namespace kiwano
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{
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//-------------------------------------------------------
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// Geometry
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//-------------------------------------------------------
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Geometry::Geometry()
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{
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}
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Geometry::~Geometry()
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{
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}
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Rect Geometry::GetBoundingBox()
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{
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if (!geo_)
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return Rect{};
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D2D1_RECT_F rect;
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// no matter it failed or not
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geo_->GetBounds(D2D1::Matrix3x2F::Identity(), &rect);
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return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
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}
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float Geometry::GetLength()
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{
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float length = 0.f;
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if (geo_)
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{
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// no matter it failed or not
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geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
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}
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return length;
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}
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bool Geometry::ComputePointAt(float length, Point* point, Point* tangent)
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{
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if (geo_)
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{
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D2D1_POINT_2F point_tmp, tangent_tmp;
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if (SUCCEEDED(geo_->ComputePointAtLength(
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length,
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D2D1::Matrix3x2F::Identity(),
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&point_tmp,
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&tangent_tmp)))
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{
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(*point).x = point_tmp.x;
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(*point).y = point_tmp.y;
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(*tangent).x = tangent_tmp.x;
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(*tangent).y = tangent_tmp.y;
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return true;
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}
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}
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return false;
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}
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float Geometry::ComputeArea()
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{
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if (!geo_)
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return 0.f;
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float area = 0.f;
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// no matter it failed or not
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geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
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return area;
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}
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bool Geometry::ContainsPoint(Point const & point)
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{
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if (!geo_)
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return false;
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BOOL ret = 0;
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// no matter it failed or not
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geo_->FillContainsPoint(
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DX::ConvertToPoint2F(point),
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D2D1::Matrix3x2F::Identity(),
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&ret
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);
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return !!ret;
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}
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//-------------------------------------------------------
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// LineGeometry
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//-------------------------------------------------------
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LineGeometry::LineGeometry()
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{
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}
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LineGeometry::LineGeometry(Point const & begin, Point const & end)
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{
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SetLine(begin, end);
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}
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LineGeometry::~LineGeometry()
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{
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}
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void LineGeometry::SetLine(Point const & begin, Point const & end)
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{
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ComPtr<ID2D1PathGeometry> path_geo;
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ComPtr<ID2D1GeometrySink> path_sink;
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HRESULT hr = Renderer::Instance()->GetD2DDeviceResources()->GetFactory()->CreatePathGeometry(&path_geo);
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if (SUCCEEDED(hr))
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{
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hr = path_geo->Open(&path_sink);
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}
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if (SUCCEEDED(hr))
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{
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path_sink->BeginFigure(DX::ConvertToPoint2F(begin), D2D1_FIGURE_BEGIN_FILLED);
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path_sink->AddLine(DX::ConvertToPoint2F(end));
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path_sink->EndFigure(D2D1_FIGURE_END_OPEN);
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hr = path_sink->Close();
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}
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if (SUCCEEDED(hr))
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{
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geo_ = path_geo;
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}
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}
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void LineGeometry::SetBegin(Point const & begin)
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{
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SetLine(begin, end_);
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}
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void LineGeometry::SetEnd(Point const & end)
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{
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SetLine(begin_, end);
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}
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//-------------------------------------------------------
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// RectangleGeometry
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//-------------------------------------------------------
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RectangleGeometry::RectangleGeometry()
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{
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}
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RectangleGeometry::RectangleGeometry(Rect const & rect)
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{
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SetRect(rect);
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}
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RectangleGeometry::RectangleGeometry(Point const & left_top, Size const & size)
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{
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SetRect(Rect{ left_top, size });
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}
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RectangleGeometry::~RectangleGeometry()
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{
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}
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void RectangleGeometry::SetRect(Rect const & rect)
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{
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ComPtr<ID2D1RectangleGeometry> geo;
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auto factory = Renderer::Instance()->GetD2DDeviceResources()->GetFactory();
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if (SUCCEEDED(factory->CreateRectangleGeometry(DX::ConvertToRectF(rect), &geo)))
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{
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geo_ = geo;
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rect_ = rect;
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}
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}
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//-------------------------------------------------------
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// CircleGeometry
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//-------------------------------------------------------
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CircleGeometry::CircleGeometry()
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: radius_(0.f)
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{
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}
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CircleGeometry::CircleGeometry(Point const & center, float radius)
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{
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SetCircle(center, radius);
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}
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CircleGeometry::~CircleGeometry()
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{
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}
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void CircleGeometry::SetRadius(float radius)
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{
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SetCircle(center_, radius);
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}
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void CircleGeometry::SetCenter(Point const & center)
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{
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SetCircle(center, radius_);
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}
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void CircleGeometry::SetCircle(Point const & center, float radius)
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{
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ComPtr<ID2D1EllipseGeometry> geo;
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auto factory = Renderer::Instance()->GetD2DDeviceResources()->GetFactory();
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if (SUCCEEDED(factory->CreateEllipseGeometry(
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D2D1::Ellipse(
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DX::ConvertToPoint2F(center),
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radius,
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radius),
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&geo)))
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{
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geo_ = geo;
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center_ = center;
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radius_ = radius;
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}
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}
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//-------------------------------------------------------
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// EllipseGeometry
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//-------------------------------------------------------
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EllipseGeometry::EllipseGeometry()
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: radius_x_(0.f)
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, radius_y_(0.f)
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{
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}
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EllipseGeometry::EllipseGeometry(Point const & center, float radius_x, float radius_y)
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{
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SetEllipse(center, radius_x, radius_y);
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}
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EllipseGeometry::~EllipseGeometry()
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{
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}
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void EllipseGeometry::SetRadius(float radius_x, float radius_y)
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{
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SetEllipse(center_, radius_x, radius_y);
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}
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void EllipseGeometry::SetCenter(Point const & center)
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{
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SetEllipse(center, radius_x_, radius_y_);
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}
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void EllipseGeometry::SetEllipse(Point const & center, float radius_x, float radius_y)
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{
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ComPtr<ID2D1EllipseGeometry> geo;
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auto factory = Renderer::Instance()->GetD2DDeviceResources()->GetFactory();
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if (SUCCEEDED(factory->CreateEllipseGeometry(
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D2D1::Ellipse(
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DX::ConvertToPoint2F(center),
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radius_x,
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radius_y),
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&geo)))
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{
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geo_ = geo;
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radius_x_ = radius_x;
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radius_y_ = radius_y;
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}
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}
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//-------------------------------------------------------
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// PathGeometry
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//-------------------------------------------------------
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PathGeometry::PathGeometry()
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{
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}
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PathGeometry::~PathGeometry()
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{
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}
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void PathGeometry::BeginPath(Point const& begin_pos)
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{
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current_geometry_ = nullptr;
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auto factory = Renderer::Instance()->GetD2DDeviceResources()->GetFactory();
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ThrowIfFailed(
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factory->CreatePathGeometry(¤t_geometry_)
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);
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ThrowIfFailed(
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current_geometry_->Open(¤t_sink_)
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);
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current_sink_->BeginFigure(DX::ConvertToPoint2F(begin_pos), D2D1_FIGURE_BEGIN_FILLED);
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}
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void PathGeometry::EndPath(bool closed)
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{
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if (current_sink_)
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{
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current_sink_->EndFigure(closed ? D2D1_FIGURE_END_CLOSED : D2D1_FIGURE_END_OPEN);
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ThrowIfFailed(
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current_sink_->Close()
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);
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geo_ = current_geometry_;
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current_sink_ = nullptr;
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current_geometry_ = nullptr;
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}
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}
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void PathGeometry::AddLine(Point const & point)
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{
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if (current_sink_)
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current_sink_->AddLine(DX::ConvertToPoint2F(point));
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}
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void PathGeometry::AddLines(Array<Point> const& points)
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{
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if (current_sink_ && !points.empty())
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{
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current_sink_->AddLines(
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reinterpret_cast<const D2D_POINT_2F*>(&points[0]),
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static_cast<UINT32>(points.size())
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);
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}
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}
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void PathGeometry::AddBezier(Point const & point1, Point const & point2, Point const & point3)
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{
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if (current_sink_)
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{
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current_sink_->AddBezier(
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D2D1::BezierSegment(
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DX::ConvertToPoint2F(point1),
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DX::ConvertToPoint2F(point2),
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DX::ConvertToPoint2F(point3)
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)
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);
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}
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}
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void PathGeometry::AddArc(Point const & point, Size const & radius, float rotation, bool clockwise, bool is_small)
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{
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if (current_sink_)
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{
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current_sink_->AddArc(
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D2D1::ArcSegment(
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DX::ConvertToPoint2F(point),
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DX::ConvertToSizeF(radius),
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rotation,
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clockwise ? D2D1_SWEEP_DIRECTION_CLOCKWISE : D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE,
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is_small ? D2D1_ARC_SIZE_SMALL : D2D1_ARC_SIZE_LARGE
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)
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);
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}
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}
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void PathGeometry::ClearPath()
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{
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geo_ = nullptr;
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current_sink_ = nullptr;
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current_geometry_ = nullptr;
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}
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//-------------------------------------------------------
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// RoundedRectGeometry
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//-------------------------------------------------------
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RoundedRectGeometry::RoundedRectGeometry()
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: radius_x_(0.f)
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, radius_y_(0.f)
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{
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}
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RoundedRectGeometry::RoundedRectGeometry(Rect const & rect, float radius_x, float radius_y)
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{
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SetRoundedRect(rect, radius_x, radius_y);
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}
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RoundedRectGeometry::~RoundedRectGeometry()
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{
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}
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void RoundedRectGeometry::SetRadius(float radius_x, float radius_y)
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{
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SetRoundedRect(rect_, radius_x, radius_y);
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}
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void RoundedRectGeometry::SetRect(Rect const & rect)
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{
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SetRoundedRect(rect, radius_x_, radius_y_);
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}
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void RoundedRectGeometry::SetRoundedRect(Rect const & rect, float radius_x, float radius_y)
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{
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ComPtr<ID2D1RoundedRectangleGeometry> geo;
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auto factory = Renderer::Instance()->GetD2DDeviceResources()->GetFactory();
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if (SUCCEEDED(factory->CreateRoundedRectangleGeometry(
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D2D1::RoundedRect(
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DX::ConvertToRectF(rect),
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radius_x,
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radius_y
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),
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&geo)))
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{
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geo_ = geo;
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rect_ = rect;
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radius_x_ = radius_x;
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radius_y_ = radius_y;
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}
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}
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} |