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
#include <kiwano/2d/Actor.h>
#include <kiwano/renderer/Geometry.h>
#include <kiwano/renderer/StrokeStyle.h>
namespace kiwano
{
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 ¶þάͼÐνÇÉ«
*/
class KGE_API ShapeActor
: public Actor
{
public:
ShapeActor();
ShapeActor(Geometry const& geometry);
virtual ~ShapeActor();
/// \~chinese
/// @brief »ñÈ¡Ìî³äÑÕÉ«
Color GetFillColor() const;
/// \~chinese
/// @brief »ñÈ¡ÏßÌõÑÕÉ«
Color GetStrokeColor() const;
/// \~chinese
/// @brief »ñÈ¡ÏßÌõ¿í¶È
float GetStrokeWidth() const;
/// \~chinese
/// @brief »ñÈ¡ÏßÌõÑùʽ
StrokeStyle SetStrokeStyle() const;
/// \~chinese
/// @brief »ñÈ¡ÐÎ×´
Geometry GetGeometry() const;
/// \~chinese
/// @brief »ñÈ¡±ß½ç
Rect GetBounds() const override;
/// \~chinese
/// @brief »ñÈ¡ÍâÇаüΧºÐ
Rect GetBoundingBox() const override;
/// \~chinese
/// @brief ÅжϵãÊÇ·ñÔÚÐÎ×´ÄÚ
bool ContainsPoint(const Point& point) const override;
/// \~chinese
/// @brief ÉèÖÃÌî³äÑÕÉ«
void SetFillColor(const Color& color);
/// \~chinese
/// @brief ÉèÖÃÏßÌõÑÕÉ«
void SetStrokeColor(const Color& color);
/// \~chinese
/// @brief ÉèÖÃÏßÌõ¿í¶È£¬Ä¬ÈÏΪ 1.0
void SetStrokeWidth(float width);
/// \~chinese
/// @brief ÉèÖÃÏßÌõÑùʽ
void SetStrokeStyle(StrokeStyle stroke_style);
/// \~chinese
/// @brief ÉèÖü¸ºÎÐÎ×´
void SetGeometry(Geometry const& geometry);
void OnRender(RenderTarget* rt) override;
private:
Color fill_color_;
Color stroke_color_;
float stroke_width_;
StrokeStyle stroke_style_;
Rect bounds_;
Geometry geo_;
};
/// \~chinese
/// @brief Ïß¶ÎͼÐνÇÉ«
class KGE_API LineActor
: public ShapeActor
{
public:
LineActor();
/// \~chinese
/// @brief Ïß¶ÎͼÐνÇÉ«
/// @param begin Ïß¶ÎÆðµã
/// @param end Ïß¶ÎÖÕµã
LineActor(Point const& begin, Point const& end);
virtual ~LineActor();
/// \~chinese
/// @brief »ñÈ¡Ïß¶ÎÆðµã
Point const& GetBeginPoint() const;
/// \~chinese
/// @brief »ñÈ¡Ïß¶ÎÖÕµã
Point const& GetEndPoint() const;
/// \~chinese
/// @brief ÉèÖÃÏß¶ÎÆðµã
/// @param begin Ïß¶ÎÆðµã
void SetBeginPoint(Point const& begin);
/// \~chinese
/// @brief ÉèÖÃÏß¶ÎÖÕµã
/// @param end Ïß¶ÎÖÕµã
void SetEndPoint(Point const& end);
/// \~chinese
/// @brief ÉèÖþØÐδóС
/// @param begin Ïß¶ÎÆðµã
/// @param end Ïß¶ÎÖÕµã
void SetLine(Point const& begin, Point const& end);
private:
Point begin_;
Point end_;
};
/// \~chinese
/// @brief ¾ØÐνÇÉ«
class KGE_API RectActor
: public ShapeActor
{
public:
RectActor();
/// \~chinese
/// @brief ¹¹Ôì¾ØÐνÇÉ«
/// @param size ¾ØÐδóС
RectActor(Size const& size);
virtual ~RectActor();
/// \~chinese
/// @brief »ñÈ¡¾ØÐδóС
Size const& GetRectSize() const;
/// \~chinese
/// @brief ÉèÖþØÐδóС
/// @param size ¾ØÐδóС
void SetRectSize(Size const& size);
private:
Size rect_size_;
};
/// \~chinese
/// @brief Ô²½Ç¾ØÐνÇÉ«
class KGE_API RoundRectActor
: public ShapeActor
{
public:
RoundRectActor();
/// \~chinese
/// @brief ¹¹ÔìÔ²½Ç¾ØÐνÇÉ«
/// @param size Ô²½Ç¾ØÐδóС
/// @param radius Ô²½Ç°ë¾¶
RoundRectActor(Size const& size, Vec2 const& radius);
virtual ~RoundRectActor();
/// \~chinese
/// @brief »ñȡԲ½Ç°ë¾¶
Vec2 GetRadius() const;
/// \~chinese
/// @brief »ñȡԲ½Ç¾ØÐδóС
Size GetRectSize() const;
/// \~chinese
/// @brief ÉèÖÃÔ²½Ç°ë¾¶
/// @param radius Ô²½Ç°ë¾¶
void SetRadius(Vec2 const& radius);
/// \~chinese
/// @brief ÉèÖÃÔ²½Ç¾ØÐδóС
/// @param size Ô²½Ç¾ØÐδóС
void SetRectSize(Size const& size);
/// \~chinese
/// @brief ÉèÖÃÔ²½Ç¾ØÐÎ
/// @param size Ô²½Ç¾ØÐδóС
/// @param radius Ô²½Ç°ë¾¶
void SetRoundedRect(Size const& size, Vec2 const& radius);
private:
Size rect_size_;
Vec2 radius_;
};
/// \~chinese
/// @brief Ô²ÐνÇÉ«
class KGE_API CircleActor
: public ShapeActor
{
public:
CircleActor();
/// \~chinese
/// @brief ¹¹ÔìÔ²ÐνÇÉ«
/// @param radius Ô²Ðΰ뾶
CircleActor(float radius);
virtual ~CircleActor();
/// \~chinese
/// @brief »ñȡԲÐΰ뾶
float GetRadius() const;
/// \~chinese
/// @brief ÉèÖÃÔ²Ðΰ뾶
/// @param radius Ô²Ðΰ뾶
void SetRadius(float radius);
private:
float radius_;
};
/// \~chinese
/// @brief ÍÖÔ²½ÇÉ«
class KGE_API EllipseActor
: public ShapeActor
{
public:
EllipseActor();
/// \~chinese
/// @brief ¹¹ÔìÍÖÔ²½ÇÉ«
/// @param radius ÍÖÔ²°ë¾¶
EllipseActor(Vec2 const& radius);
virtual ~EllipseActor();
/// \~chinese
/// @brief »ñÈ¡ÍÖÔ²°ë¾¶
Vec2 GetRadius() const;
/// \~chinese
/// @brief ÉèÖÃÍÖÔ²°ë¾¶
/// @param radius ÍÖÔ²°ë¾¶
void SetRadius(Vec2 const& radius);
private:
Vec2 radius_;
};
/// \~chinese
/// @brief ¶à±ßÐνÇÉ«
class KGE_API PolygonActor
: public ShapeActor
{
public:
PolygonActor();
/// \~chinese
/// @brief ¹¹Ôì¶à±ßÐνÇÉ«
/// @param points ¶à±ßÐζ˵㼯ºÏ
PolygonActor(Vector<Point> const& points);
virtual ~PolygonActor();
/// \~chinese
/// @brief ÉèÖöà±ßÐζ˵ã
/// @param points ¶à±ßÐζ˵㼯ºÏ
void SetVertices(Vector<Point> const& points);
};
/// \~chinese
/// @brief ·¾¶Í¼ÐνÇÉ«
class KGE_API PathActor
: public ShapeActor
{
public:
PathActor();
virtual ~PathActor();
/// \~chinese
/// @brief ¿ªÊ¼Ìí¼Ó·¾¶
/// @param begin_pos Æðʼµã
void BeginPath(Point const& begin_pos = Point());
/// \~chinese
/// @brief ½áÊøÌí¼Ó·¾¶
/// @param closed ·¾¶ÊÇ·ñ±ÕºÏ
void EndPath(bool closed = true);
/// \~chinese
/// @brief Ìí¼ÓÒ»ÌõÏß¶Î
/// @param point Ï߶ζ˵ã
void AddLine(Point const& point);
/// \~chinese
/// @brief Ìí¼Ó¶àÌõÏß¶Î
/// @param points Ï߶ζ˵㼯ºÏ
void AddLines(Vector<Point> const& points);
/// \~chinese
/// @brief Ìí¼ÓÒ»ÌõÈý´Î·½±´Èû¶ûÇúÏß
/// @param point1 ±´Èû¶ûÇúÏߵĵÚÒ»¸ö¿ØÖƵã
/// @param point2 ±´Èû¶ûÇúÏߵĵڶþ¸ö¿ØÖƵã
/// @param point3 ±´Èû¶ûÇúÏßµÄÖÕµã
void AddBezier(Point const& point1, Point const& point2, Point const& point3);
/// \~chinese
/// @brief Ìí¼Ó»¡Ïß
/// @param point ÍÖÔ²Ô²ÐÄ
/// @param radius ÍÖÔ²°ë¾¶
/// @param rotation ÍÖÔ²Ðýת½Ç¶È
/// @param clockwise ˳ʱÕë or ÄæÊ±Õë
/// @param is_small ÊÇ·ñȡСÓÚ 180¡ã µÄ»¡
void AddArc(Point const& point, Size const& radius, float rotation, bool clockwise = true, bool is_small = true);
/// \~chinese
/// @brief Çå³ý·¾¶
void ClearPath();
private:
GeometrySink sink_;
};
/** @} */
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_; }
}