#include "../include/RoundedRectangle.hpp" #include #include #include namespace QuickMedia { static const float shadow_radius = 20.0f; // Has to match the shadow offset in rounded_rectangle.glsl RoundedRectangle::RoundedRectangle(sf::Vector2f size, float radius, sf::Color color, sf::Shader *rounded_rectangle_shader) : radius(radius), pos(0.0f, 0.0f), size(size), rounded_rectangle_shader(rounded_rectangle_shader), band_color(sf::Color::Transparent) { assert(rounded_rectangle_shader); set_color(color); vertices[0].texCoords = sf::Vector2f(0.0f, 0.0f); vertices[1].texCoords = sf::Vector2f(1.0f, 0.0f); vertices[2].texCoords = sf::Vector2f(1.0f, 1.0f); vertices[3].texCoords = sf::Vector2f(0.0f, 1.0f); } void RoundedRectangle::set_position(sf::Vector2f pos) { this->pos = pos; const float shadow_radius_ins = rounded_rectangle_shader->getNativeHandle() == 0 ? 0.0f : shadow_radius; vertices[0].position = pos + sf::Vector2f(-shadow_radius_ins, -shadow_radius_ins); vertices[1].position = pos + sf::Vector2f(shadow_radius_ins, -shadow_radius_ins) + sf::Vector2f(size.x, 0.0f); vertices[2].position = pos + sf::Vector2f(shadow_radius_ins, shadow_radius_ins) + sf::Vector2f(size.x, size.y); vertices[3].position = pos + sf::Vector2f(-shadow_radius_ins, shadow_radius_ins) + sf::Vector2f(0.0f, size.y); } void RoundedRectangle::set_size(sf::Vector2f size) { this->size = size; set_position(pos); } void RoundedRectangle::set_color(sf::Color color) { for(size_t i = 0; i < 4; ++i) vertices[i].color = color; } sf::Vector2f RoundedRectangle::get_position() const { return pos; } sf::Vector2f RoundedRectangle::get_size() const { return size; } void RoundedRectangle::set_band(sf::Vector2f pos, sf::Vector2f size) { band_pos = pos; band_size = size; } void RoundedRectangle::set_band_color(sf::Color color) { band_color = color; } void RoundedRectangle::draw(sf::RenderTarget &target) { // TODO: Remove these for optimizations. Also do the same in other places where setUniform is called rounded_rectangle_shader->setUniform("radius", radius); rounded_rectangle_shader->setUniform("band_pos", band_pos + sf::Vector2f(shadow_radius, shadow_radius)); rounded_rectangle_shader->setUniform("band_size", band_size); rounded_rectangle_shader->setUniform("band_color", sf::Glsl::Vec4(band_color.r/255.0f, band_color.g/255.0f, band_color.b/255.0f, band_color.a/255.0f)); rounded_rectangle_shader->setUniform("resolution", size + sf::Vector2f(shadow_radius*2.0f, shadow_radius*2.0f)); target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader); } }