493 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			493 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
// 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.
 | 
						|
 | 
						|
#include "ShapeActor.h"
 | 
						|
#include "../base/logs.h"
 | 
						|
 | 
						|
namespace kiwano
 | 
						|
{
 | 
						|
	ShapeActor::ShapeActor()
 | 
						|
		: fill_color_(Color::White)
 | 
						|
		, stroke_color_(Color(Color::Black, 0))
 | 
						|
		, stroke_width_(1.f)
 | 
						|
		, outline_join_(StrokeStyle::Miter)
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	ShapeActor::ShapeActor(ComPtr<ID2D1Geometry> geometry)
 | 
						|
		: ShapeActor()
 | 
						|
	{
 | 
						|
		SetGeometry(geometry);
 | 
						|
	}
 | 
						|
 | 
						|
	ShapeActor::~ShapeActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	Rect ShapeActor::GetBounds() const
 | 
						|
	{
 | 
						|
		if (!geo_)
 | 
						|
			return Rect{};
 | 
						|
 | 
						|
		D2D1_RECT_F rect;
 | 
						|
		// no matter it failed or not
 | 
						|
		geo_->GetBounds(D2D1::Matrix3x2F::Identity(), &rect);
 | 
						|
		return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
 | 
						|
	}
 | 
						|
 | 
						|
	Rect ShapeActor::GetBoundingBox() const
 | 
						|
	{
 | 
						|
		if (!geo_)
 | 
						|
			return Rect{};
 | 
						|
 | 
						|
		D2D1_RECT_F rect;
 | 
						|
		// no matter it failed or not
 | 
						|
		geo_->GetBounds(DX::ConvertToMatrix3x2F(transform_matrix_), &rect);
 | 
						|
		return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
 | 
						|
	}
 | 
						|
 | 
						|
	float ShapeActor::GetLength()
 | 
						|
	{
 | 
						|
		float length = 0.f;
 | 
						|
		if (geo_)
 | 
						|
		{
 | 
						|
			// no matter it failed or not
 | 
						|
			geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
 | 
						|
		}
 | 
						|
		return length;
 | 
						|
	}
 | 
						|
 | 
						|
	bool ShapeActor::ComputePointAtLength(float length, Point& point, Vec2& tangent)
 | 
						|
	{
 | 
						|
		if (geo_)
 | 
						|
		{
 | 
						|
			if (SUCCEEDED(geo_->ComputePointAtLength(
 | 
						|
				length,
 | 
						|
				D2D1::Matrix3x2F::Identity(),
 | 
						|
				DX::ConvertToPoint2F(&point),
 | 
						|
				DX::ConvertToPoint2F(&tangent))))
 | 
						|
			{
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	float ShapeActor::ComputeArea()
 | 
						|
	{
 | 
						|
		if (!geo_)
 | 
						|
			return 0.f;
 | 
						|
 | 
						|
		float area = 0.f;
 | 
						|
		// no matter it failed or not
 | 
						|
		geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
 | 
						|
		return area;
 | 
						|
	}
 | 
						|
 | 
						|
	bool ShapeActor::ContainsPoint(Point const& point)
 | 
						|
	{
 | 
						|
		if (!geo_)
 | 
						|
			return false;
 | 
						|
 | 
						|
		BOOL ret = 0;
 | 
						|
		// no matter it failed or not
 | 
						|
		geo_->FillContainsPoint(
 | 
						|
			DX::ConvertToPoint2F(point),
 | 
						|
			D2D1::Matrix3x2F::Identity(),
 | 
						|
			&ret
 | 
						|
		);
 | 
						|
		return !!ret;
 | 
						|
	}
 | 
						|
 | 
						|
	void ShapeActor::SetFillColor(const Color & color)
 | 
						|
	{
 | 
						|
		fill_color_ = color;
 | 
						|
	}
 | 
						|
 | 
						|
	void ShapeActor::SetStrokeColor(const Color & color)
 | 
						|
	{
 | 
						|
		stroke_color_ = color;
 | 
						|
	}
 | 
						|
 | 
						|
	void ShapeActor::SetStrokeWidth(float width)
 | 
						|
	{
 | 
						|
		stroke_width_ = std::max(width, 0.f);
 | 
						|
	}
 | 
						|
 | 
						|
	void ShapeActor::SetOutlineJoinStyle(StrokeStyle outline_join)
 | 
						|
	{
 | 
						|
		outline_join_ = outline_join;
 | 
						|
	}
 | 
						|
 | 
						|
	void ShapeActor::OnRender(Renderer* renderer)
 | 
						|
	{
 | 
						|
		if (geo_)
 | 
						|
		{
 | 
						|
			PrepareRender(renderer);
 | 
						|
 | 
						|
			renderer->FillGeometry(
 | 
						|
				geo_,
 | 
						|
				fill_color_
 | 
						|
			);
 | 
						|
 | 
						|
			renderer->DrawGeometry(
 | 
						|
				geo_,
 | 
						|
				stroke_color_,
 | 
						|
				stroke_width_,
 | 
						|
				outline_join_
 | 
						|
			);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// LineActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	LineActor::LineActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	LineActor::LineActor(Point const& begin, Point const& end)
 | 
						|
	{
 | 
						|
		SetLine(begin, end);
 | 
						|
	}
 | 
						|
 | 
						|
	LineActor::~LineActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void LineActor::SetLine(Point const& begin, Point const& end)
 | 
						|
	{
 | 
						|
		ComPtr<ID2D1PathGeometry> path_geo;
 | 
						|
		ComPtr<ID2D1GeometrySink> path_sink;
 | 
						|
 | 
						|
		HRESULT hr = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory()->CreatePathGeometry(&path_geo);
 | 
						|
 | 
						|
		if (SUCCEEDED(hr))
 | 
						|
		{
 | 
						|
			hr = path_geo->Open(&path_sink);
 | 
						|
		}
 | 
						|
 | 
						|
		if (SUCCEEDED(hr))
 | 
						|
		{
 | 
						|
			path_sink->BeginFigure(DX::ConvertToPoint2F(begin), D2D1_FIGURE_BEGIN_FILLED);
 | 
						|
			path_sink->AddLine(DX::ConvertToPoint2F(end));
 | 
						|
			path_sink->EndFigure(D2D1_FIGURE_END_OPEN);
 | 
						|
			hr = path_sink->Close();
 | 
						|
		}
 | 
						|
 | 
						|
		if (SUCCEEDED(hr))
 | 
						|
		{
 | 
						|
			geo_ = path_geo;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void LineActor::SetBegin(Point const& begin)
 | 
						|
	{
 | 
						|
		SetLine(begin, end_);
 | 
						|
	}
 | 
						|
 | 
						|
	void LineActor::SetEnd(Point const& end)
 | 
						|
	{
 | 
						|
		SetLine(begin_, end);
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// RectActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	RectActor::RectActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	RectActor::RectActor(Rect const& rect)
 | 
						|
	{
 | 
						|
		SetRect(rect);
 | 
						|
	}
 | 
						|
 | 
						|
	RectActor::RectActor(Point const& left_top, Size const& size)
 | 
						|
	{
 | 
						|
		SetRect(Rect{ left_top, size });
 | 
						|
	}
 | 
						|
 | 
						|
	RectActor::~RectActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void RectActor::SetRect(Rect const& rect)
 | 
						|
	{
 | 
						|
		ComPtr<ID2D1RectangleGeometry> geo;
 | 
						|
		auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
 | 
						|
 | 
						|
		if (SUCCEEDED(factory->CreateRectangleGeometry(DX::ConvertToRectF(rect), &geo)))
 | 
						|
		{
 | 
						|
			geo_ = geo;
 | 
						|
			rect_ = rect;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// RoundRectActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	RoundRectActor::RoundRectActor()
 | 
						|
		: radius_x_(0.f)
 | 
						|
		, radius_y_(0.f)
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	RoundRectActor::RoundRectActor(Rect const& rect, float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		SetRoundedRect(rect, radius_x, radius_y);
 | 
						|
	}
 | 
						|
 | 
						|
	RoundRectActor::~RoundRectActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void RoundRectActor::SetRadius(float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		SetRoundedRect(rect_, radius_x, radius_y);
 | 
						|
	}
 | 
						|
 | 
						|
	void RoundRectActor::SetRect(Rect const& rect)
 | 
						|
	{
 | 
						|
		SetRoundedRect(rect, radius_x_, radius_y_);
 | 
						|
	}
 | 
						|
 | 
						|
	void RoundRectActor::SetRoundedRect(Rect const& rect, float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		ComPtr<ID2D1RoundedRectangleGeometry> geo;
 | 
						|
		auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
 | 
						|
 | 
						|
		if (SUCCEEDED(factory->CreateRoundedRectangleGeometry(
 | 
						|
			D2D1::RoundedRect(
 | 
						|
				DX::ConvertToRectF(rect),
 | 
						|
				radius_x,
 | 
						|
				radius_y
 | 
						|
			),
 | 
						|
			&geo)))
 | 
						|
		{
 | 
						|
			geo_ = geo;
 | 
						|
			rect_ = rect;
 | 
						|
			radius_x_ = radius_x;
 | 
						|
			radius_y_ = radius_y;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// CircleActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	CircleActor::CircleActor()
 | 
						|
		: radius_(0.f)
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	CircleActor::CircleActor(Point const& center, float radius)
 | 
						|
	{
 | 
						|
		SetCircle(center, radius);
 | 
						|
	}
 | 
						|
 | 
						|
	CircleActor::~CircleActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void CircleActor::SetRadius(float radius)
 | 
						|
	{
 | 
						|
		SetCircle(center_, radius);
 | 
						|
	}
 | 
						|
 | 
						|
	void CircleActor::SetCenter(Point const& center)
 | 
						|
	{
 | 
						|
		SetCircle(center, radius_);
 | 
						|
	}
 | 
						|
 | 
						|
	void CircleActor::SetCircle(Point const& center, float radius)
 | 
						|
	{
 | 
						|
		ComPtr<ID2D1EllipseGeometry> geo;
 | 
						|
		auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
 | 
						|
 | 
						|
		if (SUCCEEDED(factory->CreateEllipseGeometry(
 | 
						|
			D2D1::Ellipse(
 | 
						|
				DX::ConvertToPoint2F(center),
 | 
						|
				radius,
 | 
						|
				radius),
 | 
						|
			&geo)))
 | 
						|
		{
 | 
						|
			geo_ = geo;
 | 
						|
			center_ = center;
 | 
						|
			radius_ = radius;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// EllipseActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	EllipseActor::EllipseActor()
 | 
						|
		: radius_x_(0.f)
 | 
						|
		, radius_y_(0.f)
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	EllipseActor::EllipseActor(Point const& center, float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		SetEllipse(center, radius_x, radius_y);
 | 
						|
	}
 | 
						|
 | 
						|
	EllipseActor::~EllipseActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void EllipseActor::SetRadius(float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		SetEllipse(center_, radius_x, radius_y);
 | 
						|
	}
 | 
						|
 | 
						|
	void EllipseActor::SetCenter(Point const& center)
 | 
						|
	{
 | 
						|
		SetEllipse(center, radius_x_, radius_y_);
 | 
						|
	}
 | 
						|
 | 
						|
	void EllipseActor::SetEllipse(Point const& center, float radius_x, float radius_y)
 | 
						|
	{
 | 
						|
		ComPtr<ID2D1EllipseGeometry> geo;
 | 
						|
		auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
 | 
						|
 | 
						|
		if (SUCCEEDED(factory->CreateEllipseGeometry(
 | 
						|
			D2D1::Ellipse(
 | 
						|
				DX::ConvertToPoint2F(center),
 | 
						|
				radius_x,
 | 
						|
				radius_y),
 | 
						|
			&geo)))
 | 
						|
		{
 | 
						|
			geo_ = geo;
 | 
						|
			radius_x_ = radius_x;
 | 
						|
			radius_y_ = radius_y;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	//-------------------------------------------------------
 | 
						|
	// PathActor
 | 
						|
	//-------------------------------------------------------
 | 
						|
 | 
						|
	PathActor::PathActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	PathActor::~PathActor()
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::BeginPath(Point const& begin_pos)
 | 
						|
	{
 | 
						|
		current_geometry_ = nullptr;
 | 
						|
 | 
						|
		auto factory = Renderer::GetInstance()->GetD2DDeviceResources()->GetFactory();
 | 
						|
 | 
						|
		ThrowIfFailed(
 | 
						|
			factory->CreatePathGeometry(¤t_geometry_)
 | 
						|
		);
 | 
						|
 | 
						|
		ThrowIfFailed(
 | 
						|
			current_geometry_->Open(¤t_sink_)
 | 
						|
		);
 | 
						|
 | 
						|
		current_sink_->BeginFigure(DX::ConvertToPoint2F(begin_pos), D2D1_FIGURE_BEGIN_FILLED);
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::EndPath(bool closed)
 | 
						|
	{
 | 
						|
		if (current_sink_)
 | 
						|
		{
 | 
						|
			current_sink_->EndFigure(closed ? D2D1_FIGURE_END_CLOSED : D2D1_FIGURE_END_OPEN);
 | 
						|
			ThrowIfFailed(
 | 
						|
				current_sink_->Close()
 | 
						|
			);
 | 
						|
 | 
						|
			geo_ = current_geometry_;
 | 
						|
 | 
						|
			current_sink_ = nullptr;
 | 
						|
			current_geometry_ = nullptr;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::AddLine(Point const& point)
 | 
						|
	{
 | 
						|
		if (current_sink_)
 | 
						|
			current_sink_->AddLine(DX::ConvertToPoint2F(point));
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::AddLines(Vector<Point> const& points)
 | 
						|
	{
 | 
						|
		if (current_sink_ && !points.empty())
 | 
						|
		{
 | 
						|
			current_sink_->AddLines(
 | 
						|
				reinterpret_cast<const D2D_POINT_2F*>(&points[0]),
 | 
						|
				static_cast<UINT32>(points.size())
 | 
						|
			);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::AddBezier(Point const& point1, Point const& point2, Point const& point3)
 | 
						|
	{
 | 
						|
		if (current_sink_)
 | 
						|
		{
 | 
						|
			current_sink_->AddBezier(
 | 
						|
				D2D1::BezierSegment(
 | 
						|
					DX::ConvertToPoint2F(point1),
 | 
						|
					DX::ConvertToPoint2F(point2),
 | 
						|
					DX::ConvertToPoint2F(point3)
 | 
						|
				)
 | 
						|
			);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::AddArc(Point const& point, Size const& radius, float rotation, bool clockwise, bool is_small)
 | 
						|
	{
 | 
						|
		if (current_sink_)
 | 
						|
		{
 | 
						|
			current_sink_->AddArc(
 | 
						|
				D2D1::ArcSegment(
 | 
						|
					DX::ConvertToPoint2F(point),
 | 
						|
					DX::ConvertToSizeF(radius),
 | 
						|
					rotation,
 | 
						|
					clockwise ? D2D1_SWEEP_DIRECTION_CLOCKWISE : D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE,
 | 
						|
					is_small ? D2D1_ARC_SIZE_SMALL : D2D1_ARC_SIZE_LARGE
 | 
						|
				)
 | 
						|
			);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	void PathActor::ClearPath()
 | 
						|
	{
 | 
						|
		geo_ = nullptr;
 | 
						|
		current_sink_ = nullptr;
 | 
						|
		current_geometry_ = nullptr;
 | 
						|
	}
 | 
						|
 | 
						|
}
 |