1 /* 2 DSFML - The Simple and Fast Multimedia Library for D 3 4 Copyright (c) 2013 - 2015 Jeremy DeHaan (dehaan.jeremiah@gmail.com) 5 6 This software is provided 'as-is', without any express or implied warranty. 7 In no event will the authors be held liable for any damages arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, including commercial applications, 10 and to alter it and redistribute it freely, subject to the following restrictions: 11 12 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. 13 If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 14 15 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 16 17 3. This notice may not be removed or altered from any source distribution 18 */ 19 20 module dsfml.graphics.shape; 21 22 import dsfml.system.vector2; 23 24 import dsfml.graphics.color; 25 import dsfml.graphics.drawable; 26 import dsfml.graphics.primitivetype; 27 import dsfml.graphics.rect; 28 import dsfml.graphics.rendertarget; 29 import dsfml.graphics.renderstates; 30 import dsfml.graphics.texture; 31 import dsfml.graphics.transformable; 32 import dsfml.graphics.vertexarray; 33 34 import std.typecons : Rebindable; 35 36 /++ 37 + Base class for textured shapes with outline. 38 + 39 + Shape is a drawable class that allows to define and display a custom convex shape on a render target. 40 + 41 + It's only an abstract base, it needs to be specialized for concrete types of shapes (circle, rectangle, convex polygon, star, ...). 42 + 43 + In addition to the attributes provided by the specialized shape classes, a shape always has the following attributes: 44 + - a texture 45 + - a texture rectangle 46 + - a fill color 47 + - an outline color 48 + - an outline thickness 49 + 50 + Each feature is optional, and can be disabled easily: 51 + - the texture can be null 52 + - the fill/outline colors can be sf::Color::Transparent 53 + - the outline thickness can be zero 54 + 55 + You can write your own derived shape class, there are only two virtual functions to override: 56 + - getPointCount must return the number of points of the shape 57 + - getPoint must return the points of the shape 58 + 59 + Authors: Laurent Gomila, Jeremy DeHaan 60 + See_Also: http://www.sfml-dev.org/documentation/2.0/classsf_1_1Shape.php#details 61 +/ 62 class Shape : Drawable, Transformable 63 { 64 mixin NormalTransformable; 65 66 protected this() 67 { 68 m_vertices = new VertexArray(PrimitiveType.TrianglesFan,0); 69 m_outlineVertices = new VertexArray(PrimitiveType.TrianglesStrip,0); 70 } 71 72 private 73 { 74 Rebindable!(const(Texture)) m_texture; /// Texture of the shape 75 IntRect m_textureRect; /// Rectangle defining the area of the source texture to display 76 Color m_fillColor; /// Fill color 77 Color m_outlineColor; /// Outline color 78 float m_outlineThickness = 0; /// Thickness of the shape's outline 79 VertexArray m_vertices; /// Vertex array containing the fill geometry 80 VertexArray m_outlineVertices; /// Vertex array containing the outline geometry 81 FloatRect m_insideBounds; /// Bounding rectangle of the inside (fill) 82 FloatRect m_bounds; /// Bounding rectangle of the whole shape (outline + fill) 83 } 84 85 /** 86 * The sub-rectangle of the texture that the shape will display. 87 * 88 * The texture rect is useful when you don't want to display the whole texture, but rather a part of it. By default, the texture rect covers the entire texture. 89 */ 90 @property 91 { 92 //Set Texture Rect 93 IntRect textureRect(IntRect rect) 94 { 95 m_textureRect = rect; 96 updateTexCoords(); 97 return rect; 98 } 99 //get texture Rect 100 IntRect textureRect() const 101 { 102 return m_textureRect; 103 } 104 } 105 106 /** 107 * The fill color of the shape. 108 * 109 * This color is modulated (multiplied) with the shape's texture if any. It can be used to colorize the shape, or change its global opacity. You can use Color.Transparent to make the inside of the shape transparent, and have the outline alone. By default, the shape's fill color is opaque white. 110 */ 111 @property 112 { 113 //set Fill color 114 Color fillColor(Color color) 115 { 116 m_fillColor = color; 117 updateFillColors(); 118 return color; 119 } 120 //get fill color 121 Color fillColor() const 122 { 123 return m_fillColor; 124 } 125 } 126 127 /** 128 * The outline color of the shape. 129 * 130 * By default, the shape's outline color is opaque white. 131 */ 132 @property 133 { 134 //set outline color 135 Color outlineColor(Color color) 136 { 137 m_outlineColor = color; 138 updateOutlineColors(); 139 return color; 140 } 141 //get outline color 142 Color outlineColor() const 143 { 144 return m_outlineColor; 145 } 146 } 147 148 /** 149 * The thickness of the shape's outline. 150 * 151 * Note that negative values are allowed (so that the outline expands towards the center of the shape), and using zero disables the outline. By default, the outline thickness is 0. 152 */ 153 @property 154 { 155 //set ouline thickness 156 float outlineThickness(float thickness) 157 { 158 m_outlineThickness = thickness; 159 update(); 160 return thickness; 161 } 162 //get outline thickness 163 float outlineThickness() const 164 { 165 return m_outlineThickness; 166 } 167 } 168 169 /** 170 * Get the total number of points in the shape. 171 * 172 * Returns: Number of points in the shape. 173 */ 174 @property 175 { 176 abstract uint pointCount(); 177 } 178 179 /** 180 * Get the global bounding rectangle of the entity. 181 * 182 * The returned rectangle is in global coordinates, which means that it takes in account the transformations (translation, rotation, scale, ...) that are applied to the entity. In other words, this function returns the bounds of the sprite in the global 2D world's coordinate system. 183 * 184 * Returns: Global bounding rectangle of the entity 185 */ 186 FloatRect getGlobalBounds() 187 { 188 return getTransform().transformRect(getLocalBounds()); 189 } 190 191 /** 192 * Get the local bounding rectangle of the entity. 193 * 194 * The returned rectangle is in local coordinates, which means that it ignores the transformations (translation, rotation, scale, ...) that are applied to the entity. In other words, this function returns the bounds of the entity in the entity's coordinate system. 195 * 196 * Returns: Local bounding rectangle of the entity 197 */ 198 FloatRect getLocalBounds() const 199 { 200 return m_bounds; 201 } 202 203 /** 204 * Get a point of the shape. 205 * 206 * The result is undefined if index is out of the valid range. 207 * 208 * Params: 209 * index = Index of the point to get, in range [0 .. getPointCount() - 1] 210 * 211 * Returns: Index-th point of the shape 212 */ 213 abstract Vector2f getPoint(uint index) const; 214 215 /** 216 * Get the source texture of the shape. 217 * 218 * If the shape has no source texture, a NULL pointer is returned. The returned pointer is const, which means that you can't modify the texture when you retrieve it with this function. 219 * 220 * Returns: The shape's texture 221 */ 222 const(Texture) getTexture() const 223 { 224 return m_texture; 225 } 226 227 /** 228 * Change the source texture of the shape. 229 * 230 * The texture argument refers to a texture that must exist as long as the shape uses it. Indeed, the shape doesn't store its own copy of the texture, but rather keeps a pointer to the one that you passed to this function. If the source texture is destroyed and the shape tries to use it, the behaviour is undefined. texture can be NULL to disable texturing. 231 * 232 * If resetRect is true, the TextureRect property of the shape is automatically adjusted to the size of the new texture. If it is false, the texture rect is left unchanged. 233 * 234 * Params: 235 * texture = New texture 236 * resetRect = Should the texture rect be reset to the size of the new texture? 237 */ 238 void setTexture(const(Texture) texture, bool resetRect = false) 239 { 240 if((texture !is null) && (resetRect || (m_texture is null))) 241 { 242 textureRect = IntRect(0, 0, texture.getSize().x, texture.getSize().y); 243 } 244 245 m_texture = (texture is null)? null:texture; 246 } 247 248 /** 249 * Draw the shape to a render target. 250 * 251 * Params: 252 * renderTarget = Target to draw to 253 * renderStates = Current render states 254 */ 255 override void draw(RenderTarget renderTarget, RenderStates renderStates) 256 { 257 renderStates.transform = renderStates.transform * getTransform(); 258 renderStates.texture = m_texture; 259 renderTarget.draw(m_vertices, renderStates); 260 261 // Render the outline 262 if (m_outlineThickness != 0) 263 { 264 renderStates.texture = null; 265 renderTarget.draw(m_outlineVertices, renderStates); 266 } 267 } 268 269 /** 270 * Recompute the internal geometry of the shape. 271 * 272 * This function must be called by the derived class everytime the shape's points change (ie. the result of either getPointCount or getPoint is different). 273 */ 274 protected void update() 275 { 276 // Get the total number of points of the shape 277 uint count = pointCount(); 278 if (count < 3) 279 { 280 m_vertices.resize(0); 281 m_outlineVertices.resize(0); 282 return; 283 } 284 285 m_vertices.resize(count + 2); // + 2 for center and repeated first point 286 287 // Position 288 for (uint i = 0; i < count; ++i) 289 { 290 m_vertices[i + 1].position = getPoint(i); 291 } 292 m_vertices[count + 1].position = m_vertices[1].position; 293 294 // Update the bounding rectangle 295 m_vertices[0] = m_vertices[1]; // so that the result of getBounds() is correct 296 m_insideBounds = m_vertices.getBounds(); 297 298 // Compute the center and make it the first vertex 299 m_vertices[0].position.x = m_insideBounds.left + m_insideBounds.width / 2; 300 m_vertices[0].position.y = m_insideBounds.top + m_insideBounds.height / 2; 301 302 // Color 303 updateFillColors(); 304 305 // Texture coordinates 306 updateTexCoords(); 307 308 // Outline 309 updateOutline(); 310 } 311 312 private 313 { 314 Vector2f computeNormal(Vector2f p1, Vector2f p2) 315 { 316 Vector2f normal = Vector2f(p1.y - p2.y, p2.x - p1.x); 317 float length = sqrt(normal.x * normal.x + normal.y * normal.y); 318 if (length != 0f) 319 { 320 normal /= length; 321 } 322 return normal; 323 } 324 325 float dotProduct(Vector2f p1, Vector2f p2) 326 { 327 return (p1.x * p2.x) + (p1.y * p2.y); 328 } 329 330 //update methods 331 void updateFillColors() 332 { 333 for(uint i = 0; i < m_vertices.getVertexCount(); ++i) 334 { 335 m_vertices[i].color = m_fillColor; 336 } 337 } 338 339 void updateTexCoords() 340 { 341 342 for (uint i = 0; i < m_vertices.getVertexCount(); ++i) 343 { 344 float xratio = (m_vertices[i].position.x - m_insideBounds.left) / m_insideBounds.width; 345 float yratio = (m_vertices[i].position.y - m_insideBounds.top) / m_insideBounds.height; 346 347 m_vertices[i].texCoords.x = m_textureRect.left + m_textureRect.width * xratio; 348 m_vertices[i].texCoords.y = m_textureRect.top + m_textureRect.height * yratio; 349 350 } 351 352 353 } 354 355 void updateOutline() 356 { 357 uint count = m_vertices.getVertexCount() - 2; 358 m_outlineVertices.resize((count + 1) * 2); 359 360 for (uint i = 0; i < count; ++i) 361 { 362 uint index = i + 1; 363 364 // Get the two segments shared by the current point 365 Vector2f p0 = (i == 0) ? m_vertices[count].position : m_vertices[index - 1].position; 366 Vector2f p1 = m_vertices[index].position; 367 Vector2f p2 = m_vertices[index + 1].position; 368 369 // Compute their normal 370 Vector2f n1 = computeNormal(p0, p1); 371 Vector2f n2 = computeNormal(p1, p2); 372 373 // Make sure that the normals point towards the outside of the shape 374 // (this depends on the order in which the points were defined) 375 if (dotProduct(n1, m_vertices[0].position - p1) > 0) 376 n1 = -n1; 377 if (dotProduct(n2, m_vertices[0].position - p1) > 0) 378 n2 = -n2; 379 380 // Combine them to get the extrusion direction 381 float factor = 1f + (n1.x * n2.x + n1.y * n2.y); 382 Vector2f normal = (n1 + n2) / factor; 383 384 // Update the outline points 385 m_outlineVertices[i * 2 + 0].position = p1; 386 m_outlineVertices[i * 2 + 1].position = p1 + normal * m_outlineThickness; 387 } 388 389 // Duplicate the first point at the end, to close the outline 390 m_outlineVertices[count * 2 + 0].position = m_outlineVertices[0].position; 391 m_outlineVertices[count * 2 + 1].position = m_outlineVertices[1].position; 392 393 // Update outline colors 394 updateOutlineColors(); 395 396 // Update the shape's bounds 397 m_bounds = m_outlineVertices.getBounds(); 398 } 399 400 void updateOutlineColors() 401 { 402 for (uint i = 0; i < m_outlineVertices.getVertexCount(); ++i) 403 { 404 m_outlineVertices[i].color = m_outlineColor; 405 } 406 } 407 408 } 409 } 410 411 unittest 412 { 413 //meant to be inherited. Unit test? 414 }