コード例 #1
0
ファイル: Drawing.cpp プロジェクト: segafan/Construct-classic
void ExtObject::Draw()
{
	const point hotspot(info.HotSpotX, info.HotSpotY);
	const rect r  = cr::rect_xywh(info.x, info.y, info.w, info.h);
	const rect r2 = cr::rect_xywh(info.x + 0.5f, info.y + 0.5f, info.w - 1.0f, info.h - 1.0f);	

	const cr::color& c = info.pInfo->filter;

	quad q ((r2 - hotspot).rotate_to_quad(cr::to_radians(info.angle), r2.topleft()));

	if (!transparent)
		renderer->Fill(r, cr_colors.fill * c, info.angle, hotspot);

	// Draw
	if (smoothLines) {
		renderer->SmoothLine(q.tr, q.tl, cr_colors.c1 * c, 1.0);
		renderer->SmoothLine(q.tl, q.bl, cr_colors.c1 * c, 1.0);
		renderer->SmoothLine(q.bl, q.br, cr_colors.c2 * c, 1.0);
		renderer->SmoothLine(q.br, q.tr, cr_colors.c2 * c, 1.0);
	}
	else {	
		renderer->Line(q.tr, q.tl, cr_colors.c1 * c);
		renderer->Line(q.tl, q.bl, cr_colors.c1 * c);
		renderer->Line(q.bl, q.br, cr_colors.c2 * c);
		renderer->Line(q.br, q.tr, cr_colors.c2 * c);
	}
}
コード例 #2
0
	void CDX9Renderer::FillGradient(const rect& r, cr_float angle, point hotspot, const color& c1, const color& c2, gradient_direction dir)
	{
		quad q((r - hotspot).rotate_to_quad(angle, r.topleft()));

		SetTexture(NULL);

		color vs[4];

		switch (dir) {
		case dir_up:
			SetVertices(vs, c2, c2, c1, c1);
			Quad(r, vs);
			break;
		case dir_down:
			SetVertices(vs, c1, c1, c2, c2);
			Quad(r, vs);
			break;
		case dir_left:
			SetVertices(vs, c2, c1, c2, c1);
			Quad(r, vs);
			break;
		case dir_right:
			SetVertices(vs, c1, c2, c1, c2);
			Quad(r, vs);
			break;
		}
	}
コード例 #3
0
	void CDX9Renderer::Fill(const rect& r, cr_float angle, point hotspot, const color& c)
	{
		quad q((r - hotspot).rotate_to_quad(angle, r.topleft()));

		SetTexture(NULL);
		Quad(q, c, NULL);
	}
コード例 #4
0
	void CDX9Renderer::Box(const rect& r, cr_float angle, point hotspot, const color& c)
	{
		// No support for textured lines
		SetTexture(NULL);

		quad q((r - hotspot).rotate_to_quad(angle, r.topleft()));

		BeginBatch(batch_linestrip);
		CBatch_Draw* draw_op = reinterpret_cast<CBatch_Draw*>(batch.back());

		D3DCOLOR color = c.getD3DCOLOR();

		// 4 vertices and use 5th index to repeat first vertex closing the strip as a box
		AddVertex(color, q.tl, 0.0f, 0.0f);
		AddVertex(color, q.tr, 0.0f, 0.0f);
		AddVertex(color, q.br, 0.0f, 0.0f);
		AddVertex(color, q.bl, 0.0f, 0.0f);

		unsigned short index = draw_op->vertex_count;
		AddIndex(index);
		AddIndex(index + 1);
		AddIndex(index + 2);
		AddIndex(index + 3);
		AddIndex(index);

		draw_op->vertex_count += 4;
		draw_op->index_count += 5;
	}
コード例 #5
0
	void CDX9Renderer::Box(const rect& r, const color& c)
	{
		// No support for textured lines
		SetTexture(NULL);

		BeginBatch(batch_linestrip);
		CBatch_Draw* draw_op = reinterpret_cast<CBatch_Draw*>(batch.back());

		D3DCOLOR color = c.getD3DCOLOR();

		// 4 vertices and use 5th index to repeat first vertex closing the strip as a box
		AddVertex(color, r.topleft(), 0.0f, 0.0f);
		AddVertex(color, r.topright(), 0.0f, 0.0f);
		AddVertex(color, r.bottomright(), 0.0f, 0.0f);
		AddVertex(color, r.bottomleft(), 0.0f, 0.0f);

		unsigned short index = draw_op->vertex_count;
		AddIndex(index);
		AddIndex(index + 1);
		AddIndex(index + 2);
		AddIndex(index + 3);
		AddIndex(index);

		draw_op->vertex_count += 4;
		draw_op->index_count += 5;
	}
コード例 #6
0
	void CDX9Renderer::Quad(const rect& r, cr_float angle, point hotspot, const color& filter, const rect* _uv)
	{
		// Avoid math for unrotated rects
		if (angle == 0.0)
			Quad(r - hotspot, filter, _uv);
		else 
			Quad((r - hotspot).rotate_to_quad(angle, r.topleft()), filter, _uv);
	}
コード例 #7
0
ファイル: Drawing.cpp プロジェクト: segafan/Construct-classic
/////////////////////////////
// EDITTIME drawing
// Draw your object in the layout editor.
void EditExt::Draw()
{
	D3DCOLOR d1 = D3D_CONVERTCOLORREF(c1);
	d1 = D3D_ARGB((int)(c1_opacityf * D3D_A(pInfo->filter)), (D3D_R(d1)* D3D_R(pInfo->filter)) >> 8, (D3D_G(d1)* D3D_G(pInfo->filter)) >> 8, (D3D_B(d1)* D3D_B(pInfo->filter)) >> 8);

	D3DCOLOR d2 = D3D_CONVERTCOLORREF(c2);
	d2 = D3D_ARGB((int)(c2_opacityf * D3D_A(pInfo->filter)), (D3D_R(d2)* D3D_R(pInfo->filter)) >> 8, (D3D_G(d2)* D3D_G(pInfo->filter)) >> 8, (D3D_B(d2)* D3D_B(pInfo->filter)) >> 8);

	D3DCOLOR dfill = D3D_CONVERTCOLORREF(fill);
	dfill = D3D_ARGB((int)(fill_opacityf * D3D_A(pInfo->filter)), (D3D_R(dfill)* D3D_R(pInfo->filter)) >> 8, (D3D_G(dfill)* D3D_G(pInfo->filter)) >> 8, (D3D_B(dfill)* D3D_B(pInfo->filter)) >> 8);

	// Draw box
	pEditTime->SetTexture(-1);


	double hsx;
	double hsy;
	switch ((hotspot_position)hotspot_pos) {
	case hs_topleft:
		hsx = 0.0;
		hsy = 0.0;
		break;
	case hs_top:
		hsx = 0.5;
		hsy = 0.0;
		break;
	case hs_topright:
		hsx = 1.0;
		hsy = 0.0;
		break;
	case hs_left:
		hsx = 0.0;
		hsy = 0.5;
		break;
	case hs_center:
		hsx = 0.5;
		hsy = 0.5;
		break;
	case hs_right:
		hsx = 1.0;
		hsy = 0.5;
		break;
	case hs_bottomleft:
		hsx = 0.0;
		hsy = 1.0;
		break;
	case hs_bottom:
		hsx = 0.5;
		hsy = 1.0;
		break;
	case hs_bottomright:
		hsx = 1.0;
		hsy = 1.0;
		break;
	}

	pInfo->originX = hsx;
	pInfo->originY = hsy;

	/*CObjectRectangle rect(pInfo->objectX, pInfo->objectY, pInfo->objectWidth, pInfo->objectHeight, pInfo->objectAngle, hsx, hsy);

	double x,y,w,h,a;
	rect.CalculateBlitValues(x,y,w,h,a);

	
	#define GETPOINT88(A,B,C) (rect.GetPoint(A,B,C))
	#define DRAWLINE88(A,B,C,D,E)	pEditTime->Line(GETPOINT88(A,B,0).x, GETPOINT88(A,B,0).y, GETPOINT88(C,D,0).x, GETPOINT88(C,D,0).y,E)


	RECT rc;
	rc.left = pInfo->objectX;
	rc.top = pInfo->objectY;
	rc.right = rc.left + pInfo->objectWidth - 1;
	rc.bottom = rc.top + pInfo->objectHeight - 1;

	if (!transparent)
		pEditTime->Blitrc(x,y,w,h,a,dfill);

	DRAWLINE88(0,0,0,1,d1);
	DRAWLINE88(0,1,1,1,d1);
	DRAWLINE88(1,1,1,0,d2);
	DRAWLINE88(1,0,0,0,d2);
*/

	// Okay this is the new draw code

	float x = pInfo->objectX;
	float y = pInfo->objectY;
	float a = pInfo->objectAngle;
	float w = pInfo->objectWidth;
	float h = pInfo->objectHeight;
	float hx = pInfo->originX * w;
	float hy = pInfo->originY * h;
	
	const point hotspot(hx,hy);
	const rect r = cr::rect_xywh(x,y,w,h);

	quad q((r - hotspot).rotate_to_quad(cr::to_radians(a), r.topleft()));

	if (!transparent)
		pEditTime->Blitrc(q.tl.x, q.tl.y, w, h, a, dfill);

	// We need to bring in the edges by 0.5

	const rect r2 = cr::rect_xywh(x + 0.5f, y + 0.5f, w - 1.0f, h - 1.0f );
	q = quad((r2 - hotspot).rotate_to_quad(cr::to_radians(a), r2.topleft()));

	pEditTime->Line( q.tr.x, q.tr.y, q.tl.x, q.tl.y, d1);
	pEditTime->Line( q.tl.x, q.tl.y, q.bl.x, q.bl.y, d1);
	pEditTime->Line( q.bl.x, q.bl.y, q.br.x, q.br.y, d2);
	pEditTime->Line( q.br.x, q.br.y, q.tr.x, q.tr.y, d2);


}