void sf::ApplyGradient(sf::Shape& shape, Orientation::Type orientation, const sf::Color& color1, const sf::Color& color2, bool applyOnBorder) { if(orientation != sf::Orientation::NONE) { sf::FloatRect shapeRect(shape.GetPointPosition(0), sf::Vector2f(0.f,0.f)); sf::Vector2f rectRightBottomCorner(0.f,0.f); // Define left and top limits for(unsigned int i = 0; i < shape.GetPointsCount(); ++i) { sf::Vector2f pointPosition = shape.GetPointPosition(i); shapeRect.Left = (pointPosition.x < shapeRect.Left) ? pointPosition.x : shapeRect.Left; shapeRect.Top = (pointPosition.y < shapeRect.Top) ? pointPosition.y : shapeRect.Top; rectRightBottomCorner.x = (pointPosition.x > rectRightBottomCorner.x) ? pointPosition.x : rectRightBottomCorner.x; rectRightBottomCorner.y = (pointPosition.y > rectRightBottomCorner.y) ? pointPosition.y : rectRightBottomCorner.y; } shapeRect.Width = rectRightBottomCorner.x-shapeRect.Left; shapeRect.Height = rectRightBottomCorner.y-shapeRect.Top; // Apply gradient for(unsigned int i = 0; i < shape.GetPointsCount(); ++i) { float factor = 0.f; sf::Vector2f pointPosition = shape.GetPointPosition(i); switch(orientation) { case Orientation::TOPTOBOTTOM : factor = 1-(pointPosition.y-shapeRect.Top)/shapeRect.Height; break; case Orientation::BOTTOMTOTOP : factor = (pointPosition.y-shapeRect.Top)/shapeRect.Height; break; case Orientation::LEFTTORIGHT : factor = 1-(pointPosition.x-shapeRect.Left)/shapeRect.Width; break; case Orientation::RIGHTTOLEFT : factor = (pointPosition.x-shapeRect.Left)/shapeRect.Width; break; default : factor = 1; break; } if(applyOnBorder) shape.SetPointOutlineColor(i, sf::Color(factor*color1.r+(1-factor)*color2.r, factor*color1.g+(1-factor)*color2.g, factor*color1.b+(1-factor)*color2.b, factor*color1.a+(1-factor)*color2.a)); else shape.SetPointColor(i, sf::Color(factor*color1.r+(1-factor)*color2.r, factor*color1.g+(1-factor)*color2.g, factor*color1.b+(1-factor)*color2.b, factor*color1.a+(1-factor)*color2.a)); } } }