145 lines
5.1 KiB
C++
145 lines
5.1 KiB
C++
#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/lithium/command.hpp>
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#include <pd/lithium/font.hpp>
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#include <pd/lithium/pd_p_api.hpp>
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namespace PD {
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namespace LI {
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class PD_LITHIUM_API DrawList : public SmartCtor<DrawList> {
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public:
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DrawList(Texture::Ref solid) {
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WhitePixel = solid;
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CurrentTex = solid;
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}
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~DrawList() {}
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Command::Ref PreGenerateCmd();
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void AddCommand(Command::Ref v) { pDrawList.Add(v); }
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void Clear() { pDrawList.Clear(); }
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void SetFont(Font::Ref font) { pCurrentFont = font; }
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void SetFontScale(float scale) { pFontScale = scale; }
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void DrawSolid() { CurrentTex = WhitePixel; }
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void DrawTexture(Texture::Ref tex) { CurrentTex = tex; }
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// SECTION: Draw API //
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void DrawRect(const fvec2& pos, const fvec2& size, u32 color,
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int thickness = 1);
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void DrawRectFilled(const fvec2& pos, const fvec2& size, u32 color);
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void DrawTriangle(const fvec2& a, const fvec2& b, const fvec2& c, u32 color,
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int thickness = 1);
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void DrawTriangleFilled(const fvec2& a, const fvec2& b, const fvec2& c,
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u32 color);
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void DrawCircle(const fvec2& center, float rad, u32 color, int num_segments,
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int thickness = 1);
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void DrawCircleFilled(const fvec2& center, float rad, u32 color,
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int num_segments);
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void DrawText(const fvec2& p, const std::string& text, u32 color);
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/**
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* Take list of points and display it as a line on screen
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* @param points List of Positions
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* @param clr Color of the Line
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* @param flags Additional Flags (Close for go back to starting point)
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* @param thickness Thickness of the Line
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*/
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void DrawPolyLine(const Vec<fvec2>& points, u32 clr, u32 flags = 0,
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int thickness = 1);
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/**
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* Take a List ofpoints and display it as Filled Shape
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* @note Keep in mind to setup the list of points clockwise
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* @param points List of Points
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* @param clr Color of the shape
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*/
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void DrawConvexPolyFilled(const Vec<fvec2>& points, u32 clr);
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// SECTION: PATH API //
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/**
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* Function to reserve Memory to prevent overhead on
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* pusing a lot of points with PathNext
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* @param num_points Number of Positions you want to add
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*/
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void PathReserve(size_t num_points) {
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pPath.Reserve(pPath.Size() + num_points);
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}
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/**
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* Clear current Path
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* @note PathStroke and PathFill will automatically clear
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*/
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void PathClear() { pPath.Clear(); }
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/**
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* Add a Point to the Path
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* @note Keep in mind that this function is used for
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* setting the starting point
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* @param v Position to add
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*/
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void PathAdd(const fvec2& v) { pPath.Add(v); }
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/**
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* Path Stroke Create Line from point to point
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* @note For Primitives like Rect or Triangle mak sure to use
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* UI7DrawFlags_Close to add a line back to the starting point
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* @param clr Color od the line
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* @param thickness Thickness of the line
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* @param flags Additional Drawflags
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*/
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void PathStroke(u32 clr, int thickness = 1, u32 flags = 0) {
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DrawPolyLine(pPath, clr, flags, thickness);
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pPath.Clear();
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}
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/**
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* Fill a Path with a Color
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* @note **IMPORTANT: ** Paths need to be setup clockwise
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* to be rendered correctly
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* @param clr Fill Color
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*/
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void PathFill(u32 clr) {
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DrawConvexPolyFilled(pPath, clr);
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pPath.Clear();
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}
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void PathArcToN(const fvec2& c, float radius, float a_min, float a_max,
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int segments);
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/// @brief Create a Path Rect (uses to Positions instead of Pos/Size)
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/// @param a Top Left Position
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/// @param b Bottom Right Position
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/// @param rounding rounding
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/// @param flags DrawFlags (for special rounding rules)
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void PathRect(fvec2 a, fvec2 b, float rounding = 0.f, u32 flags = 0);
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int Layer = 0;
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float pFontScale = 0.7f;
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Font::Ref pCurrentFont = nullptr;
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Texture::Ref CurrentTex = nullptr;
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Texture::Ref WhitePixel = nullptr;
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PD::Vec<Command::Ref> pDrawList;
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PD::Vec<fvec2> pPath;
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};
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} // namespace LI
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} // namespace PD
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