#include "../include/RoundedRectangle.hpp" #include #include #include namespace QuickMedia { 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); 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); for(size_t i = 0; i < 4; ++i) vertices[i].color = color; const sf::Color shadow_color(0, 0, 0, 50); // Top drop_shadow_vertices[0].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[1].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[2].color = shadow_color; drop_shadow_vertices[3].color = shadow_color; // Bottom drop_shadow_vertices[4].color = shadow_color; drop_shadow_vertices[5].color = shadow_color; drop_shadow_vertices[6].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[7].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); // Left drop_shadow_vertices[8].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[9].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[10].color = shadow_color; drop_shadow_vertices[11].color = shadow_color; // Right drop_shadow_vertices[12].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[13].color = sf::Color(shadow_color.r, shadow_color.g, shadow_color.b, 0); drop_shadow_vertices[14].color = shadow_color; drop_shadow_vertices[15].color = shadow_color; } void RoundedRectangle::set_position(sf::Vector2f pos) { this->pos = pos; vertices[0].position = pos; vertices[1].position = pos + sf::Vector2f(size.x, 0.0f); vertices[2].position = pos + sf::Vector2f(size.x, size.y); vertices[3].position = pos + sf::Vector2f(0.0f, size.y); const float shadow_radius = 5.0f; // Top drop_shadow_vertices[0].position = pos + sf::Vector2f(radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius); drop_shadow_vertices[1].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f) - sf::Vector2f(0.0f, shadow_radius); drop_shadow_vertices[2].position = pos + sf::Vector2f(size.x - radius*0.5f, 0.0f); drop_shadow_vertices[3].position = pos + sf::Vector2f(radius*0.5f, 0.0f); // Bottom drop_shadow_vertices[4].position = pos + sf::Vector2f(radius*0.5f, size.y); drop_shadow_vertices[5].position = pos + size - sf::Vector2f(radius*0.5f, 0.0f); drop_shadow_vertices[6].position = pos + size - sf::Vector2f(radius*0.5f, 0.0f) + sf::Vector2f(0.0f, shadow_radius); drop_shadow_vertices[7].position = pos + sf::Vector2f(radius*0.5f, size.y) + sf::Vector2f(0.0f, shadow_radius); // Left drop_shadow_vertices[8].position = pos + sf::Vector2f(-shadow_radius, size.y - radius*0.5f); drop_shadow_vertices[9].position = pos + sf::Vector2f(-shadow_radius, radius*0.5f); drop_shadow_vertices[10].position = pos + sf::Vector2f(0.0f, radius*0.5f); drop_shadow_vertices[11].position = pos + sf::Vector2f(0.0f, size.y - radius*0.5f); // Right drop_shadow_vertices[12].position = pos + sf::Vector2f(size.x + shadow_radius, radius*0.5f); drop_shadow_vertices[13].position = pos + sf::Vector2f(size.x + shadow_radius, size.y - radius*0.5f); drop_shadow_vertices[14].position = pos + sf::Vector2f(size.x, size.y - radius*0.5f); drop_shadow_vertices[15].position = pos + sf::Vector2f(size.x, radius*0.5f); } 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) { if(drop_shadow_enabled) target.draw(drop_shadow_vertices, 16, sf::Quads); // 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); 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); target.draw(vertices, 4, sf::Quads, rounded_rectangle_shader); } }