forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			371 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			371 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
| package kha.graphics2;
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| 
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| import kha.math.Vector2;
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| import kha.math.FastVector2;
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| import kha.graphics2.Graphics;
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| import kha.graphics2.VerTextAlignment;
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| import kha.graphics2.HorTextAlignment;
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| 
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| /**
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|  * Static extension functions for Graphics2.
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|  * Usage: "using kha.graphics2.GraphicsExtension;"
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|  */
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| class GraphicsExtension {
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| 	/**
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| 	 * Draws a arc.
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| 	 * @param	ccw (optional) Specifies whether the drawing should be counterclockwise.
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| 	 * @param	segments (optional) The amount of lines that should be used to draw the arc.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function drawArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, strength: Float = 1, ccw: Bool = false,
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| 			segments: Int = 0): Void {
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| 		#if kha_html5
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| 		if (kha.SystemImpl.gl == null) {
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| 			var g: kha.js.CanvasGraphics = cast g2;
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| 			radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
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| 			g.drawArc(cx, cy, radius, sAngle, eAngle, strength, ccw);
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| 			return;
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| 		}
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| 		#end
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| 
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| 		sAngle = sAngle % (Math.PI * 2);
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| 		eAngle = eAngle % (Math.PI * 2);
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| 
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| 		if (ccw) {
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| 			if (eAngle > sAngle)
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| 				eAngle -= Math.PI * 2;
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| 		}
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| 		else if (eAngle < sAngle)
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| 			eAngle += Math.PI * 2;
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| 
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| 		radius += strength / 2;
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| 		if (segments <= 0)
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| 			segments = Math.floor(10 * Math.sqrt(radius));
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| 
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| 		var theta = (eAngle - sAngle) / segments;
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| 		var c = Math.cos(theta);
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| 		var s = Math.sin(theta);
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| 
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| 		var x = Math.cos(sAngle) * radius;
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| 		var y = Math.sin(sAngle) * radius;
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| 
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| 		for (n in 0...segments) {
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| 			var px = x + cx;
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| 			var py = y + cy;
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| 
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| 			var t = x;
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| 			x = c * x - s * y;
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| 			y = c * y + s * t;
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| 
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| 			drawInnerLine(g2, x + cx, y + cy, px, py, strength);
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| 		}
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| 	}
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| 
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| 	/**
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| 	 * Draws a filled arc.
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| 	 * @param	ccw (optional) Specifies whether the drawing should be counterclockwise.
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| 	 * @param	segments (optional) The amount of lines that should be used to draw the arc.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function fillArc(g2: Graphics, cx: Float, cy: Float, radius: Float, sAngle: Float, eAngle: Float, ccw: Bool = false,
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| 			segments: Int = 0): Void {
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| 		#if kha_html5
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| 		if (kha.SystemImpl.gl == null) {
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| 			var g: kha.js.CanvasGraphics = cast g2;
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| 			g.fillArc(cx, cy, radius, sAngle, eAngle, ccw);
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| 			return;
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| 		}
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| 		#end
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| 
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| 		sAngle = sAngle % (Math.PI * 2);
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| 		eAngle = eAngle % (Math.PI * 2);
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| 
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| 		if (ccw) {
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| 			if (eAngle > sAngle)
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| 				eAngle -= Math.PI * 2;
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| 		}
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| 		else if (eAngle < sAngle)
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| 			eAngle += Math.PI * 2;
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| 
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| 		if (segments <= 0)
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| 			segments = Math.floor(10 * Math.sqrt(radius));
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| 
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| 		var theta = (eAngle - sAngle) / segments;
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| 		var c = Math.cos(theta);
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| 		var s = Math.sin(theta);
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| 
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| 		var x = Math.cos(sAngle) * radius;
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| 		var y = Math.sin(sAngle) * radius;
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| 		var sx = x + cx;
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| 		var sy = y + cy;
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| 
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| 		for (n in 0...segments) {
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| 			var px = x + cx;
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| 			var py = y + cy;
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| 
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| 			var t = x;
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| 			x = c * x - s * y;
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| 			y = c * y + s * t;
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| 
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| 			g2.fillTriangle(px, py, x + cx, y + cy, sx, sy);
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| 		}
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| 	}
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| 
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| 	/**
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| 	 * Draws a circle.
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| 	 * @param	segments (optional) The amount of lines that should be used to draw the circle.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function drawCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, strength: Float = 1, segments: Int = 0): Void {
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| 		#if kha_html5
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| 		if (kha.SystemImpl.gl == null) {
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| 			var g: kha.js.CanvasGraphics = cast g2;
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| 			radius -= strength / 2; // reduce radius to fit the line thickness within image width/height
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| 			g.drawCircle(cx, cy, radius, strength);
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| 			return;
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| 		}
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| 		#end
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| 		radius += strength / 2;
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| 
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| 		if (segments <= 0)
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| 			segments = Math.floor(10 * Math.sqrt(radius));
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| 
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| 		var theta = 2 * Math.PI / segments;
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| 		var c = Math.cos(theta);
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| 		var s = Math.sin(theta);
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| 
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| 		var x = radius;
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| 		var y = 0.0;
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| 
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| 		for (n in 0...segments) {
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| 			var px = x + cx;
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| 			var py = y + cy;
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| 
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| 			var t = x;
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| 			x = c * x - s * y;
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| 			y = c * y + s * t;
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| 			drawInnerLine(g2, x + cx, y + cy, px, py, strength);
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| 		}
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| 	}
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| 
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	static function drawInnerLine(g2: Graphics, x1: Float, y1: Float, x2: Float, y2: Float, strength: Float): Void {
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| 		var side = y2 > y1 ? 1 : 0;
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| 		if (y2 == y1)
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| 			side = x2 - x1 > 0 ? 1 : 0;
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| 
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| 		var vec = new FastVector2();
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| 		if (y2 == y1)
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| 			vec.setFrom(new FastVector2(0, -1));
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| 		else
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| 			vec.setFrom(new FastVector2(1, -(x2 - x1) / (y2 - y1)));
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| 		vec.length = strength;
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| 		var p1 = new FastVector2(x1 + side * vec.x, y1 + side * vec.y);
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| 		var p2 = new FastVector2(x2 + side * vec.x, y2 + side * vec.y);
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| 		var p3 = p1.sub(vec);
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| 		var p4 = p2.sub(vec);
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| 		g2.fillTriangle(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
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| 		g2.fillTriangle(p3.x, p3.y, p2.x, p2.y, p4.x, p4.y);
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| 	}
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| 
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| 	/**
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| 	 * Draws a filled circle.
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| 	 * @param	segments (optional) The amount of lines that should be used to draw the circle.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function fillCircle(g2: Graphics, cx: Float, cy: Float, radius: Float, segments: Int = 0): Void {
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| 		#if kha_html5
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| 		if (kha.SystemImpl.gl == null) {
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| 			var g: kha.js.CanvasGraphics = cast g2;
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| 			g.fillCircle(cx, cy, radius);
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| 			return;
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| 		}
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| 		#end
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| 
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| 		if (segments <= 0) {
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| 			segments = Math.floor(10 * Math.sqrt(radius));
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| 		}
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| 
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| 		var theta = 2 * Math.PI / segments;
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| 		var c = Math.cos(theta);
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| 		var s = Math.sin(theta);
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| 
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| 		var x = radius;
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| 		var y = 0.0;
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| 
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| 		for (n in 0...segments) {
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| 			var px = x + cx;
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| 			var py = y + cy;
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| 
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| 			var t = x;
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| 			x = c * x - s * y;
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| 			y = c * y + s * t;
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| 
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| 			g2.fillTriangle(px, py, x + cx, y + cy, cx, cy);
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| 		}
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| 	}
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| 
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| 	/**
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| 	 * Draws a convex polygon.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function drawPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>, strength: Float = 1) {
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| 		var iterator = vertices.iterator();
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| 		var v0 = iterator.next();
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| 		var v1 = v0;
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| 
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| 		while (iterator.hasNext()) {
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| 			var v2 = iterator.next();
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| 			g2.drawLine(v1.x + x, v1.y + y, v2.x + x, v2.y + y, strength);
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| 			v1 = v2;
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| 		}
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| 		g2.drawLine(v1.x + x, v1.y + y, v0.x + x, v0.y + y, strength);
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| 	}
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| 
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| 	/**
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| 	 * Draws a filled convex polygon.
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function fillPolygon(g2: Graphics, x: Float, y: Float, vertices: Array<Vector2>) {
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| 		var iterator = vertices.iterator();
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| 
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| 		if (!iterator.hasNext())
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| 			return;
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| 		var v0 = iterator.next();
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| 
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| 		if (!iterator.hasNext())
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| 			return;
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| 		var v1 = iterator.next();
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| 
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| 		while (iterator.hasNext()) {
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| 			var v2 = iterator.next();
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| 			g2.fillTriangle(v0.x + x, v0.y + y, v1.x + x, v1.y + y, v2.x + x, v2.y + y);
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| 			v1 = v2;
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| 		}
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| 	}
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| 
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| 	/**
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| 	 * Draws a cubic bezier using 4 pairs of points. If the x and y arrays have a length bigger then 4, the additional
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| 	 * points will be ignored. With a length smaller of 4 a error will occur, there is no check for this.
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| 	 * You can construct the curves visually in Inkscape with a path using default nodes.
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| 	 * Provide x and y in the following order: startPoint, controlPoint1, controlPoint2, endPoint
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| 	 * Reference: http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function drawCubicBezier(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
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| 		var t: Float;
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| 
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| 		var q0 = calculateCubicBezierPoint(0, x, y);
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| 		var q1: Array<Float>;
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| 
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| 		for (i in 1...(segments + 1)) {
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| 			t = i / segments;
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| 			q1 = calculateCubicBezierPoint(t, x, y);
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| 			g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
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| 			q0 = q1;
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| 		}
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| 	}
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| 
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| 	/**
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| 	 * Draws multiple cubic beziers joined by the end point. The minimum size is 4 pairs of points (a single curve).
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| 	 */
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	public static function drawCubicBezierPath(g2: Graphics, x: Array<Float>, y: Array<Float>, segments: Int = 20, strength: Float = 1.0): Void {
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| 		var i = 0;
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| 		var t: Float;
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| 		var q0: Array<Float> = null;
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| 		var q1: Array<Float> = null;
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| 
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| 		while (i < x.length - 3) {
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| 			if (i == 0)
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| 				q0 = calculateCubicBezierPoint(0, [x[i], x[i + 1], x[i + 2], x[i + 3]], [y[i], y[i + 1], y[i + 2], y[i + 3]]);
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| 
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| 			for (j in 1...(segments + 1)) {
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| 				t = j / segments;
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| 				q1 = calculateCubicBezierPoint(t, [x[i], x[i + 1], x[i + 2], x[i + 3]], [y[i], y[i + 1], y[i + 2], y[i + 3]]);
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| 				g2.drawLine(q0[0], q0[1], q1[0], q1[1], strength);
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| 				q0 = q1;
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| 			}
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| 
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| 			i += 3;
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| 		}
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| 	}
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| 
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	static function calculateCubicBezierPoint(t: Float, x: Array<Float>, y: Array<Float>): Array<Float> {
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| 		var u: Float = 1 - t;
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| 		var tt: Float = t * t;
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| 		var uu: Float = u * u;
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| 		var uuu: Float = uu * u;
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| 		var ttt: Float = tt * t;
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| 
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| 		// first term
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| 		var p: Array<Float> = [uuu * x[0], uuu * y[0]];
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| 
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| 		// second term
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| 		p[0] += 3 * uu * t * x[1];
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| 		p[1] += 3 * uu * t * y[1];
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| 
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| 		// third term
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| 		p[0] += 3 * u * tt * x[2];
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| 		p[1] += 3 * u * tt * y[2];
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| 
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| 		// fourth term
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| 		p[0] += ttt * x[3];
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| 		p[1] += ttt * y[3];
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| 
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| 		return p;
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| 	}
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| 
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	static public function drawAlignedString(g2: Graphics, text: String, x: Float, y: Float, horAlign: HorTextAlignment, verAlign: VerTextAlignment): Void {
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| 		var xoffset = 0.0;
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| 		if (horAlign == TextCenter || horAlign == TextRight) {
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| 			var width = g2.font.width(g2.fontSize, text);
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| 			if (horAlign == TextCenter) {
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| 				xoffset = -width * 0.5;
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| 			}
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| 			else {
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| 				xoffset = -width;
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| 			}
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| 		}
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| 		var yoffset = 0.0;
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| 		if (verAlign == TextMiddle || verAlign == TextBottom) {
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| 			var height = g2.font.height(g2.fontSize);
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| 			if (verAlign == TextMiddle) {
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| 				yoffset = -height * 0.5;
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| 			}
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| 			else {
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| 				yoffset = -height;
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| 			}
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| 		}
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| 		g2.drawString(text, x + xoffset, y + yoffset);
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| 	}
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| 
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| 	@:deprecated("GraphicsExtension will be removed. If you want to use it, simply copy it into your own project and then remove this message.")
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| 	static public function drawAlignedCharacters(g2: Graphics, text: Array<Int>, start: Int, length: Int, x: Float, y: Float, horAlign: HorTextAlignment,
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| 			verAlign: VerTextAlignment): Void {
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| 		var xoffset = 0.0;
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| 		if (horAlign == TextCenter || horAlign == TextRight) {
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| 			var width = g2.font.widthOfCharacters(g2.fontSize, text, start, length);
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| 			if (horAlign == TextCenter) {
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| 				xoffset = -width * 0.5;
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| 			}
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| 			else {
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| 				xoffset = -width;
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| 			}
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| 		}
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| 		var yoffset = 0.0;
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| 		if (verAlign == TextMiddle || verAlign == TextBottom) {
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| 			var height = g2.font.height(g2.fontSize);
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| 			if (verAlign == TextMiddle) {
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| 				yoffset = -height * 0.5;
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| 			}
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| 			else {
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| 				yoffset = -height;
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| 			}
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| 		}
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| 		g2.drawCharacters(text, start, length, x + xoffset, y + yoffset);
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| 	}
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| }
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