Files
MagicSetEditor2/src/render/symbol/viewer.hpp
T
2020-05-12 21:57:37 +02:00

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4.3 KiB
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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
#pragma once
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <util/rotation.hpp>
#include <data/symbol.hpp>
#include <gfx/bezier.hpp>
// ----------------------------------------------------------------------------- : Simple rendering
/// Render a Symbol to an Image
Image render_symbol(const SymbolP& symbol, double border_radius = 0.05, int width = 100, int height = 100, bool editing_hints = false, bool allow_smaller = false);
// ----------------------------------------------------------------------------- : Symbol Viewer
enum HighlightStyle
{ HIGHLIGHT_BORDER = 0x01
, HIGHLIGHT_INTERIOR = 0x02
, HIGHLIGHT_LESS = 0x10
, HIGHLIGHT_BORDER_DOT = HIGHLIGHT_BORDER | HIGHLIGHT_LESS
};
/// Class that knows how to draw a symbol
class SymbolViewer : public SymbolView {
public:
// --------------------------------------------------- : Data
SymbolViewer(const SymbolP& symbol, bool editing_hints, double size = 500, double border_radius = 0.05);
// drawing
double border_radius;
bool editing_hints;
// --------------------------------------------------- : Point translation
void setZoom(double zoom);
void setOrigin(const Vector2D& origin);
Rotation rotation; ///< Object that handles rotation, scaling and translation
Matrix2D multiply; ///< Scaling/rotation of actual parts
Vector2D origin; ///< Origin of parts
// --------------------------------------------------- : Drawing
/// Draw the symbol to a dc
void draw(DC& dc);
void highlightPart(DC& dc, const SymbolPart& part, HighlightStyle style);
void highlightPart(DC& dc, const SymbolShape& shape, HighlightStyle style);
void highlightPart(DC& dc, const SymbolSymmetry& sym, HighlightStyle style);
void highlightPart(DC& dc, const SymbolGroup& group, HighlightStyle style);
void drawEditingHints(DC& dc);
void onAction(const Action&, bool) {}
private:
typedef shared_ptr<wxMemoryDC> MemoryDCP;
/// Inside a reflection?
int in_symmetry;
/// Combine a symbol part with the dc
void combineSymbolPart(DC& dc, const SymbolPart& part, bool& paintedSomething, bool& buffersFilled, bool allow_overlap, MemoryDCP& borderDC, MemoryDCP& interiorDC);
/// Combines a symbol part with what is currently drawn, the border and interior are drawn separatly
/** directB/directI are true if the border/interior is the screen dc, false if it
* is a temporary 1 bit one
*/
void combineSymbolShape(const SymbolShape& part, DC& border, DC& interior, bool directB, bool directI);
/// Draw a symbol part, draws the border and the interior to separate DCs
/** The DCs may be null. directB should be true when drawing the border directly to the screen.
* The **Col parameters give the color to use for the (interior of) the border and the interior
* default should be white (255) border and black (0) interior.
*/
void drawSymbolShape(const SymbolShape& shape, DC* border, DC* interior, unsigned char borderCol, unsigned char interiorCol, bool directB, bool oppB);
/*
// ------------------- Bezier curve calculation
// Calculate the points on a bezier curve between p0 and p1
// Stores the Points in p_out, at most count points are stored
// after this call p_out points to just beyond the last point
void calcBezierPoint(const ControlPointP& p0, const ControlPointP& p1, wxPoint*& p_out, UInt count);
// Subdivide a bezier curve by adding at most count points
// p0 = c(t0), p1 = c(p1)
// subdivides linearly between t0 and t1, and only when necessary
// adds points to p_out and increments the pointer when a point is added
void calcBezierOpt(const BezierCurve& c, const Vector2D& p0, const Vector2D& p1, double t0, double t1, wxPoint*& p_out, UInt count);
*/};