game/sdlpp/sdlpp_rectcolider.cpp
2021-04-26 21:57:31 +02:00

135 lines
4.2 KiB
C++

#include "sdlpp_rectcolider.hpp"
namespace SDLPP {
double RectColider::width() const {
return _size.getX();
}
double RectColider::height() const {
return _size.getY();
}
int RectColider::pixel_width() const {
return _size_pixel.getX();
}
int RectColider::pixel_height() const {
return _size_pixel.getY();
}
RectColider::RectColider( double x, double y, double w, double h )
: RectColider( { x, y }, { w, h } ) {}
RectColider::RectColider( const Vec2D< double > &top_left,
const Vec2D< double > &size )
: CollisionPolygon( top_left ), _size( size ) {}
RectColider::RectColider( double x, double y, double w, double h, uint64_t id )
: RectColider( { x, y }, { w, h }, id ) {}
RectColider::RectColider( const Vec2D< double > &top_left,
const Vec2D< double > &size, uint64_t id )
: RectColider( top_left, size ) {
_id = id;
}
bool RectColider::colidesWith( const SDLPP::CollisionPolygon &other ) const {
if ( other.isCircle() ) {
return other.colidesWith( *this );
}
if ( other.isInfinite() ) {
return infinityIntersection( other, *this );
}
if ( isInfinite() )
return infinityIntersection( *this, other );
return intersects( *this, other );
}
bool RectColider::isCircle() const {
return false;
}
int RectColider::topmost() const {
return ( !isInfinite() || original.getY() != -1 ) * getY() +
isInfinite() * -1;
}
int RectColider::bottommost() const {
return ( !isInfinite() || height() != -1 ) * ( getY() + pixel_height() ) +
isInfinite() * -1;
}
int RectColider::leftmost() const {
return ( !isInfinite() || original.getX() != -1 ) * getX() +
isInfinite() * -1;
}
int RectColider::rightmost() const {
return ( !isInfinite() || width() != -1 ) * ( getX() + pixel_width() ) +
isInfinite() * -1;
}
void RectColider::updateCollision( int x, int y, int w, int h, uint64_t id ) {
position = Vec2D< int >( original.getX() * w + x, original.getY() * h + y );
_size_pixel = Vec2D< int >( width() * w, height() * h );
if ( _id == static_cast< uint64_t >( -1 ) )
_id = id;
}
void RectColider::render( Renderer &renderer, const SDL_Color &color,
const SDL_Color &outline_color ) {
auto rect = getRect();
SDL_SetRenderDrawColor( renderer.getRendererPtr(), color.r, color.g,
color.b, color.a );
SDL_RenderFillRect( renderer.getRendererPtr(), &rect );
SDL_SetRenderDrawColor( renderer.getRendererPtr(), outline_color.r,
outline_color.g, outline_color.b, outline_color.a );
SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
}
void RectColider::render( Renderer &renderer, const SDL_Color &color ) {
auto input_color = color;
auto outline_color = color;
input_color.a = 0x40;
outline_color.a = 0x80;
render( renderer, input_color, outline_color );
}
void RectColider::render( Renderer &renderer ) {
render( renderer, sdl_color, sdl_outline );
}
SDL_Rect RectColider::getRect() {
if ( !isInfinite() )
return { leftmost(), topmost(), pixel_width(), pixel_height() };
SDL_Rect r = { 0, 0, 0, 0 };
if ( ( r.x = leftmost() ) == -1 )
r.x = 0;
if ( ( r.y = topmost() ) == -1 )
r.y = 0;
if ( rightmost() == -1 )
r.w = std::numeric_limits< int >::max();
else
r.w = pixel_width();
if ( bottommost() == -1 )
r.h = std::numeric_limits< int >::max();
else
r.h = pixel_height();
return r;
}
std::shared_ptr< CollisionPolygon > RectColider::copySelf() {
return std::make_shared< RectColider >( *this );
}
std::vector< Line< int > > RectColider::getLines() const {
std::vector< Line< int > > ret{};
ret.emplace_back( position, position + Vec2D< int >( pixel_width(), 0 ) );
ret.emplace_back( position + Vec2D< int >( pixel_width(), 0 ),
position + _size_pixel );
ret.emplace_back( position, position + Vec2D< int >( 0, pixel_height() ) );
ret.emplace_back( position + Vec2D< int >( 0, pixel_height() ),
position + _size_pixel );
return ret;
}
} // namespace SDLPP