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path: root/src/RoundedRectangle.cpp
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#include "../include/RoundedRectangle.hpp"
#include <SFML/Graphics/Shader.hpp>
#include <SFML/Graphics/RenderTarget.hpp>
#include <assert.h>

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);
        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);

        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);
    }
}