bool RectangleBlock::RectangleEquality(const sf::Shape& a, const sf::Shape& b) { if(a.GetNbPoints() != b.GetNbPoints() ) return false; for(int i=0;i<a.GetNbPoints();i++) { //egyesével megvizsgáljuk if(a.GetPointPosition(i) != b.GetPointPosition(i)) { return false; } } return true; }
sf::Vector2f GetShapeSize(sf::Shape& s){ sf::Vector2f Min={0.f,0.f},Max=Min; for(unsigned int a=0;a<s.GetNbPoints();a++){ auto it=s.GetPointPosition(a); if(it.x<Min.x)Min.x=it.x; if(it.y<Min.y)Min.y=it.y; if(it.x>Max.x)Max.x=it.x; if(it.y>Max.y)Max.y=it.y; } return Max-Min; }
void GUI::Game::Object::draw(sf::RenderWindow& window, boost::shared_ptr<const ::Game::Player> viewer, bool selected) { // TODO: Load real graphics and track animations. static sf::Shape tmp, circle; if (!tmp.GetNbPoints()) { tmp.AddPoint(-0.8, -0.4); tmp.AddPoint(-0.0, -0.4); tmp.AddPoint(-0.0, -0.8); tmp.AddPoint(+0.8, -0.0); tmp.AddPoint(-0.0, +0.8); tmp.AddPoint(-0.0, +0.4); tmp.AddPoint(-0.8, +0.4); tmp.SetOutlineWidth(0.15); } if (!circle.GetNbPoints()) { circle = sf::Shape::Circle(0, 0, 1, sf::Color(0xff, 0xff, 0xff, 0x44), 0.2, sf::Color(0xff, 0xff, 0xff, 0xdd)); } Vector2<SIUnit::Position> pos = object->getPosition(); double r = object->getObjectType()->radius.getDouble(); if (object->getOwner() == viewer) { circle.SetColor(sf::Color(0x33, 0x33, 0xcc)); tmp.SetColor(sf::Color(0x33, 0x33, 0xcc)); } else { circle.SetColor(sf::Color(0xcc, 0x33, 0x00)); tmp.SetColor(sf::Color(0xdd, 0x00, 0x00)); } if (selected) { circle.SetScale(r, r); circle.SetPosition(pos.x.getDouble(), pos.y.getDouble()); window.Draw(circle); } tmp.SetScale(r, r); tmp.SetPosition(pos.x.getDouble(), pos.y.getDouble()); tmp.SetRotation(-Math::toDegrees(object->getDirection().getDouble())); window.Draw(tmp); }