sfTransform sfText_getInverseTransform(const sfText* text) { CSFML_CHECK_RETURN(text, sfTransform_Identity); text->InverseTransform = convertTransform(text->This.getInverseTransform()); return text->InverseTransform; }
InterpolationValue CSSTransformInterpolationType::maybeConvertValue( const CSSValue& value, const StyleResolverState& state, ConversionCheckers& conversionCheckers) const { if (value.isValueList()) { CSSLengthArray lengthArray; for (const CSSValue* item : toCSSValueList(value)) { const CSSFunctionValue& transformFunction = toCSSFunctionValue(*item); if (transformFunction.functionType() == CSSValueMatrix || transformFunction.functionType() == CSSValueMatrix3d) { lengthArray.typeFlags.set(CSSPrimitiveValue::UnitTypePixels); continue; } for (const CSSValue* argument : transformFunction) { const CSSPrimitiveValue& primitiveValue = toCSSPrimitiveValue(*argument); if (!primitiveValue.isLength()) continue; primitiveValue.accumulateLengthArray(lengthArray); } } std::unique_ptr<InterpolationType::ConversionChecker> lengthUnitsChecker = LengthUnitsChecker::maybeCreate(std::move(lengthArray), state); if (lengthUnitsChecker) conversionCheckers.append(std::move(lengthUnitsChecker)); } TransformOperations transform; TransformBuilder::createTransformOperations( value, state.cssToLengthConversionData(), transform); return convertTransform(std::move(transform)); }
sfTransform sfCircleShape_getInverseTransform(const sfCircleShape* shape) { CSFML_CHECK_RETURN(shape, sfTransform_Identity); shape->InverseTransform = convertTransform(shape->This.getInverseTransform()); return shape->InverseTransform; }
InterpolationValue CSSTransformInterpolationType::maybeConvertInherit( const StyleResolverState& state, ConversionCheckers& conversionCheckers) const { const TransformOperations& inheritedTransform = state.parentStyle()->transform(); conversionCheckers.append( InheritedTransformChecker::create(inheritedTransform)); return convertTransform(inheritedTransform); }
//============================================================================== void BulletCollisionNode::updateBulletCollisionObjects() { for (int i = 0; i < mbtCollsionObjects.size(); ++i) { BulletUserData* userData = static_cast<BulletUserData*>(mbtCollsionObjects[i]->getUserPointer()); dynamics::Shape* shape = userData->shape; btTransform T = convertTransform(mBodyNode->getWorldTransform() * shape->getLocalTransform()); mbtCollsionObjects[i]->setWorldTransform(T); } }
//////////////////////////////////////////////////////////// // Convert sfRenderStates* to sf::RenderStates //////////////////////////////////////////////////////////// inline sf::RenderStates convertRenderStates(const sfRenderStates* states) { sf::RenderStates sfmlStates; if (states) { sfmlStates.blendMode = static_cast<sf::BlendMode>(states->blendMode); sfmlStates.transform = convertTransform(states->transform); sfmlStates.texture = states->texture ? states->texture->This : NULL; sfmlStates.shader = states->shader ? &states->shader->This : NULL; } return sfmlStates; }
InterpolationValue CSSTransformInterpolationType::maybeConvertUnderlyingValue( const InterpolationEnvironment& environment) const { return convertTransform(environment.state().style()->transform()); }
InterpolationValue CSSTransformInterpolationType::maybeConvertInitial( const StyleResolverState&, ConversionCheckers&) const { return convertTransform(ComputedStyle::initialStyle().transform()); }
InterpolationValue CSSTransformInterpolationType::maybeConvertNeutral( const InterpolationValue& underlying, ConversionCheckers&) const { return convertTransform(EmptyTransformOperations()); }
//============================================================================== void BulletCollisionObject::updateEngineData() { mBulletCollisionObject->setWorldTransform( convertTransform(mShapeFrame->getWorldTransform())); }
void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform) { CSFML_CALL(shader, setParameter(name, convertTransform(transform))); }