forked from LeenkxTeam/LNXSDK
119 lines
3.4 KiB
Haxe
119 lines
3.4 KiB
Haxe
package leenkx.logicnode;
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import kha.Color;
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import kha.math.Vector2;
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import leenkx.renderpath.RenderToTexture;
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#if lnx_ui
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using zui.GraphicsExtension;
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#end
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class DrawRoundedRectNode extends LogicNode {
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var vertices: Array<Vector2>;
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function run(from: Int) {
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#if lnx_ui
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RenderToTexture.ensure2DContext("DrawPolygonNode");
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final anchorH: Int = inputs[4].get();
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final anchorV: Int = inputs[5].get();
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final x: Float = inputs[8].get();
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final y: Float = inputs[9].get();
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final width: Float = inputs[10].get();
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final height: Float = inputs[11].get();
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final drawx = x - 0.5 * width * anchorH;
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final drawy = y - 0.5 * height * anchorV;
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final angle: Float = inputs[12].get();
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var vertArr: Dynamic = drawRoundedRect(drawx, drawy, width, height, inputs[7].get(), inputs[6].get());
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if (vertices == null || vertices.length != vertArr.length) {
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// Preallocate
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vertices = [];
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vertices.resize(vertArr.length);
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for (i in 0...vertices.length) {
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vertices[i] = new Vector2();
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}
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}
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for (i in 0...vertArr.length) {
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if (Std.isOfType(vertArr[i], iron.math.Vec4) || Std.isOfType(vertArr[i], iron.math.Vec3)){
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vertices[i].x = vertArr[i].x;
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vertices[i].y = vertArr[i].y;
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} else {
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assert(Error, vertArr[i].length >= 2, "Array positions must be an array of two dimensions (X, Y)");
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vertices[i].x = vertArr[i][0];
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vertices[i].y = vertArr[i][1];
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}
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}
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RenderToTexture.g.rotate(angle, x, y);
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final colorVec = inputs[1].get();
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RenderToTexture.g.color = Color.fromFloats(colorVec.x, colorVec.y, colorVec.z, colorVec.w);
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if (inputs[2].get()) {
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RenderToTexture.g.fillPolygon(0, 0, vertices);
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} else {
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RenderToTexture.g.drawPolygon(0, 0, vertices, inputs[3].get());
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}
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#end
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RenderToTexture.g.rotate(-angle, x, y);
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runOutput(0);
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}
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function drawRoundedRect(x:Float, y:Float, width:Float, height:Float, radius:Float, segments:Int):Array<Array<Float>> {
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var vertices:Array<Array<Float>> = [];
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vertices.push([x + radius, y]);
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vertices.push([x + width - radius, y]);
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for (i in 0...segments) {
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var angle:Float = Math.PI / 2 * (segments - i) / segments;
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vertices.push([
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x + width - radius + Math.cos(angle) * radius,
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y + radius - Math.sin(angle) * radius
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]);
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}
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vertices.push([x + width, y + radius]);
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vertices.push([x + width, y + height - radius]);
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for (i in 0...segments) {
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var angle:Float = Math.PI / 2 * i / segments;
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vertices.push([
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x + width - radius + Math.cos(angle) * radius,
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y + height - radius + Math.sin(angle) * radius
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]);
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}
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vertices.push([x + width - radius, y + height]);
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vertices.push([x + radius, y + height]);
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for (i in 0...segments) {
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var angle:Float = Math.PI / 2 * (segments - i) / segments;
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vertices.push([
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x + radius - Math.cos(angle) * radius,
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y + height - radius + Math.sin(angle) * radius
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]);
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}
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vertices.push([x, y + height - radius]);
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for (i in 0...segments) {
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var angle:Float = Math.PI / 2 * i / segments;
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vertices.push([
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x + radius - Math.cos(angle) * radius,
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y + radius - Math.sin(angle) * radius
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]);
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}
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return vertices;
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}
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}
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