コード例 #1
0
/**
 * Render object at edittime
 */
void TiledSpriteObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
    if(!texture) return;

    float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x;
    float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y;
    float xOffset = 0;
    float yOffset = 0;

    sf::Vector2f centerPosition = sf::Vector2f(instance.GetX()+width/2, instance.GetY()+height/2);
    float angleInRad = instance.GetAngle()*3.14159/180.0;
    texture->texture.setRepeated(true);
    sf::Vertex vertices[] = {sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(-width/2,-height/2), angleInRad), sf::Vector2f(0+xOffset,0+yOffset)),
                             sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(+width/2,-height/2), angleInRad), sf::Vector2f(width+xOffset,0+yOffset)),
                             sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(+width/2,+height/2), angleInRad), sf::Vector2f(width+xOffset, height+yOffset)),
                             sf::Vertex( centerPosition+RotatePoint(sf::Vector2f(-width/2,+height/2), angleInRad), sf::Vector2f(0+xOffset, height+yOffset))};

    renderTarget.draw(vertices, 4, sf::Quads, &texture->texture);
    texture->texture.setRepeated(false);
}
コード例 #2
0
ファイル: SpriteObject.cpp プロジェクト: alcemirfernandes/GD
sf::Vector2f SpriteObject::GetInitialInstanceOrigin(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const
{
    const Sprite * associatedSprite = GetInitialInstanceSprite(instance, project, layout);
    if ( associatedSprite == NULL || !associatedSprite->GetSFMLTexture() ) return sf::Vector2f(0,0);

    float scaleX = instance.HasCustomSize() ? instance.GetCustomWidth()/associatedSprite->GetSFMLTexture()->texture.getSize().x : 1;
    float scaleY = instance.HasCustomSize() ? instance.GetCustomHeight()/associatedSprite->GetSFMLTexture()->texture.getSize().y : 1;

    return sf::Vector2f(((float)associatedSprite->GetOrigin().GetX())*fabs(scaleX),
                        ((float)associatedSprite->GetOrigin().GetY())*fabs(scaleY));
}
コード例 #3
0
ファイル: Object.cpp プロジェクト: mateerladnam/GD
void Object::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
#if !defined(GD_NO_WX_GUI)
    sf::RectangleShape mask(instance.HasCustomSize() ?
                            sf::Vector2f(instance.GetCustomWidth(),instance.GetCustomHeight()) :
                            GetInitialInstanceDefaultSize(instance, project, layout));
    mask.setPosition(instance.GetX(), instance.GetY());
    mask.setRotation(instance.GetAngle());
    mask.setFillColor(sf::Color( 147,151,255 ));
    mask.setOutlineThickness(1);
    mask.setOutlineColor(sf::Color( 255, 48, 69));
    renderTarget.draw(mask);
#endif
}
コード例 #4
0
ファイル: SpriteObject.cpp プロジェクト: alcemirfernandes/GD
void SpriteObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
    bool shouldNotRotate = false;
    const Sprite * associatedSprite = GetInitialInstanceSprite(instance, project, layout, &shouldNotRotate);
    if ( associatedSprite == NULL || !associatedSprite->GetSFMLTexture() ) return;

    sf::Sprite sprite(associatedSprite->GetSFMLTexture()->texture);

    float scaleX = instance.HasCustomSize() ? instance.GetCustomWidth()/associatedSprite->GetSFMLTexture()->texture.getSize().x : 1;
    float scaleY = instance.HasCustomSize() ? instance.GetCustomHeight()/associatedSprite->GetSFMLTexture()->texture.getSize().y : 1;

    sprite.setOrigin( associatedSprite->GetCenter().GetX(), associatedSprite->GetCenter().GetY() ); ;
    sprite.setRotation( shouldNotRotate ? 0 : instance.GetAngle() );
    sprite.setPosition( instance.GetX() + (associatedSprite->GetCenter().GetX() - associatedSprite->GetOrigin().GetX())*fabs(scaleX),
                        instance.GetY() + (associatedSprite->GetCenter().GetY() - associatedSprite->GetOrigin().GetY())*fabs(scaleY) );
    sprite.setScale(scaleX, scaleY);

    renderTarget.draw(sprite);
}
コード例 #5
0
ファイル: Box3DObject.cpp プロジェクト: 4ian/GD-Extensions
/**
 * Render object at edittime
 */
void Box3DObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
    if ( !topTexture || !bottomTexture || ! rightTexture || !leftTexture || !frontTexture || !backTexture ) return;

    renderTarget.popGLStates();

    float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x;
    float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y;
    float xView =  renderTarget.getView().getCenter().x*0.25f;
    float yView = -renderTarget.getView().getCenter().y*0.25f;
    float zPosition = instance.floatInfos.find("z") != instance.floatInfos.end() ?
                                   instance.floatInfos.find("z")->second :
                                   0;

    float pitch = instance.floatInfos.find("pitch") != instance.floatInfos.end() ?
                                   instance.floatInfos.find("pitch")->second :
                                   0;

    float roll = instance.floatInfos.find("roll") != instance.floatInfos.end() ?
                                   instance.floatInfos.find("roll")->second :
                                   0;
    float yaw = instance.GetAngle();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //Position
    glRotatef(renderTarget.getView().getRotation(), 0, 0, 1);
    glTranslatef(instance.GetX()*0.25f - xView, -instance.GetY()*0.25f - yView, zPosition*0.25f - 75.0f*(renderTarget.getView().getSize().y/600.0f));

    float sizeWidth  =  width*0.25f;
    float sizeHeight = -height*0.25f;
    float sizeDepth  =  depth*0.25f;

    //Rotation
    glTranslatef(sizeWidth/2, sizeHeight/2, sizeDepth/2);
    glRotatef(-yaw, 0, 0, 1);
    glRotatef(pitch, 0, 1, 0);
    glRotatef(roll, 1, 0, 0);
    glTranslatef(-sizeWidth/2, -sizeHeight/2, -sizeDepth/2);

    //Render the box
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    sf::Texture::bind(&backTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(0        , 0,            0);
        glTexCoord2f(0, 1); glVertex3f(0        , sizeHeight,   0);
        glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight,   0);
        glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0,            0);
    glEnd();

    sf::Texture::bind(&frontTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(0        , 0,            sizeDepth);
        glTexCoord2f(0, 1); glVertex3f(0        , sizeHeight,   sizeDepth);
        glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight,   sizeDepth);
        glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0,            sizeDepth);
    glEnd();

    sf::Texture::bind(&leftTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(0,       0,              0);
        glTexCoord2f(0, 1); glVertex3f(0,       sizeHeight,     0);
        glTexCoord2f(1, 1); glVertex3f(0,       sizeHeight,     sizeDepth);
        glTexCoord2f(1, 0); glVertex3f(0,       0,              sizeDepth);
    glEnd();

    sf::Texture::bind(&rightTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0,            0);
        glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight,   0);
        glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight,   sizeDepth);
        glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0,            sizeDepth);
    glEnd();

    sf::Texture::bind(&bottomTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 1); glVertex3f(0,           0,          sizeDepth);
        glTexCoord2f(0, 0); glVertex3f(0,           0,          0);
        glTexCoord2f(1, 0); glVertex3f(sizeWidth,   0,          0);
        glTexCoord2f(1, 1); glVertex3f(sizeWidth,   0,          sizeDepth);
    glEnd();

    sf::Texture::bind(&topTexture->texture);
    glBegin(GL_QUADS);
        glTexCoord2f(0, 1); glVertex3f(0,           sizeHeight, sizeDepth);
        glTexCoord2f(0, 0); glVertex3f(0,           sizeHeight, 0);
        glTexCoord2f(1, 0); glVertex3f(sizeWidth,   sizeHeight, 0);
        glTexCoord2f(1, 1); glVertex3f(sizeWidth,   sizeHeight, sizeDepth);
    glEnd();

    renderTarget.pushGLStates();
}