Draw outline around arrow

This commit is contained in:
drdev
2014-06-26 01:07:25 +00:00
parent 1597a870bf
commit 0a03f7b69a
2 changed files with 36 additions and 61 deletions

View File

@@ -136,10 +136,10 @@ public class Graphics {
batch.begin(); batch.begin();
} }
public void drawArrow(float thickness, FSkinColor skinColor, float x1, float y1, float x2, float y2) { public void drawArrow(float thickness, float arrowSize, FSkinColor skinColor, float x1, float y1, float x2, float y2) {
drawArrow(thickness, skinColor.getColor(), x1, y1, x2, y2); drawArrow(thickness, arrowSize, skinColor.getColor(), x1, y1, x2, y2);
} }
public void drawArrow(float thickness, Color color, float x1, float y1, float x2, float y2) { public void drawArrow(float thickness, float arrowSize, Color color, float x1, float y1, float x2, float y2) {
batch.end(); //must pause batch while rendering shapes batch.end(); //must pause batch while rendering shapes
if (alphaComposite < 1) { if (alphaComposite < 1) {
@@ -148,9 +148,23 @@ public class Graphics {
Gdx.gl.glEnable(GL_BLEND); Gdx.gl.glEnable(GL_BLEND);
Gdx.gl.glEnable(GL_LINE_SMOOTH); Gdx.gl.glEnable(GL_LINE_SMOOTH);
float arrowSize = 3 * thickness;
float angle = new Vector2(x2 - x1, y2 - y1).angleRad(); float angle = new Vector2(x2 - x1, y2 - y1).angleRad();
float rotation = (float)(Math.PI * 0.8f); float perpRotation = (float)(Math.PI * 0.5f);
float arrowHeadRotation = (float)(Math.PI * 0.8f);
float halfThickness = thickness / 2;
int index = 0;
float[] vertices = new float[14];
Vector2 arrowCorner1 = new Vector2(x2 + arrowSize * (float)Math.cos(angle + arrowHeadRotation), y2 + arrowSize * (float)Math.sin(angle + arrowHeadRotation));
Vector2 arrowCorner2 = new Vector2(x2 + arrowSize * (float)Math.cos(angle - arrowHeadRotation), y2 + arrowSize * (float)Math.sin(angle - arrowHeadRotation));
float arrowCornerLen = (arrowCorner1.dst(arrowCorner2) - thickness) / 2;
index = addVertex(arrowCorner1.x, arrowCorner1.y, vertices, index);
index = addVertex(x2, y2, vertices, index);
index = addVertex(arrowCorner2.x, arrowCorner2.y, vertices, index);
index = addVertex(arrowCorner2.x + arrowCornerLen * (float)Math.cos(angle + perpRotation), arrowCorner2.y + arrowCornerLen * (float)Math.sin(angle + perpRotation), vertices, index);
index = addVertex(x1 + halfThickness * (float)Math.cos(angle - perpRotation), y1 + halfThickness * (float)Math.sin(angle - perpRotation), vertices, index);
index = addVertex(x1 + halfThickness * (float)Math.cos(angle + perpRotation), y1 + halfThickness * (float)Math.sin(angle + perpRotation), vertices, index);
index = addVertex(arrowCorner1.x + arrowCornerLen * (float)Math.cos(angle - perpRotation), arrowCorner1.y + arrowCornerLen * (float)Math.sin(angle - perpRotation), vertices, index);
//draw arrow tail //draw arrow tail
startShape(ShapeType.Filled); startShape(ShapeType.Filled);
@@ -160,17 +174,14 @@ public class Graphics {
adjustY(y2 - arrowSize * (float)Math.sin(angle) / 2, 0), thickness); adjustY(y2 - arrowSize * (float)Math.sin(angle) / 2, 0), thickness);
//draw arrow head //draw arrow head
shapeRenderer.triangle(adjustX(x2), adjustY(y2, 0), shapeRenderer.triangle(vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5]);
adjustX(x2 + arrowSize * (float)Math.cos(angle + rotation)),
adjustY(y2 + arrowSize * (float)Math.sin(angle + rotation), 0),
adjustX(x2 + arrowSize * (float)Math.cos(angle - rotation)),
adjustY(y2 + arrowSize * (float)Math.sin(angle - rotation), 0));
endShape(); endShape();
/*startShape(ShapeType.Line); //draw border around arrow
startShape(ShapeType.Line);
shapeRenderer.setColor(Color.BLACK); shapeRenderer.setColor(Color.BLACK);
shapeRenderer.rectLine(adjustX(x1), adjustY(y1, 0), adjustX(x2), adjustY(y2, 0), thickness); shapeRenderer.polygon(vertices);
endShape();*/ endShape();
Gdx.gl.glDisable(GL_LINE_SMOOTH); Gdx.gl.glDisable(GL_LINE_SMOOTH);
Gdx.gl.glDisable(GL_BLEND); Gdx.gl.glDisable(GL_BLEND);
@@ -178,6 +189,12 @@ public class Graphics {
batch.begin(); batch.begin();
} }
private int addVertex(float x, float y, float[] vertices, int index) {
vertices[index] = adjustX(x);
vertices[index + 1] = adjustY(y, 0);
return index + 2;
}
public void drawRoundRect(float thickness, FSkinColor skinColor, float x, float y, float w, float h, float cornerRadius) { public void drawRoundRect(float thickness, FSkinColor skinColor, float x, float y, float w, float h, float cornerRadius) {
drawRoundRect(thickness, skinColor.getColor(), x, y, w, h, cornerRadius); drawRoundRect(thickness, skinColor.getColor(), x, y, w, h, cornerRadius);
} }

View File

@@ -25,6 +25,7 @@ import forge.game.combat.Combat;
import forge.screens.match.views.VCardDisplayArea.CardAreaPanel; import forge.screens.match.views.VCardDisplayArea.CardAreaPanel;
import forge.screens.match.views.VPlayerPanel; import forge.screens.match.views.VPlayerPanel;
import forge.toolbox.FCardPanel; import forge.toolbox.FCardPanel;
import forge.util.Utils;
import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector2;
@@ -35,6 +36,9 @@ import java.util.List;
import java.util.Map; import java.util.Map;
public class TargetingOverlay { public class TargetingOverlay {
private static final float ARROW_THICKNESS = Utils.scaleMax(5);
private static final float ARROW_SIZE = 3 * ARROW_THICKNESS;
private final List<FCardPanel> cardPanels = new ArrayList<FCardPanel>(); private final List<FCardPanel> cardPanels = new ArrayList<FCardPanel>();
private final List<Vector2[]> arcsCombat = new ArrayList<Vector2[]>(); private final List<Vector2[]> arcsCombat = new ArrayList<Vector2[]>();
private final List<Vector2[]> arcsOther = new ArrayList<Vector2[]>(); private final List<Vector2[]> arcsOther = new ArrayList<Vector2[]>();
@@ -183,57 +187,11 @@ public class TargetingOverlay {
return cardsVisualized; return cardsVisualized;
} }
/*private Area getArrow(float length, float bendPercent) {
float p1x = 0, p1y = 0;
float p2x = length, p2y = 0;
float cx = length / 2, cy = length / 8f * bendPercent;
int bodyWidth = 15;
float headSize = 20;
float adjSize, ex, ey, abs_e;
adjSize = (float) (bodyWidth / 2 / Math.sqrt(2));
ex = p2x - cx;
ey = p2y - cy;
abs_e = (float) Math.sqrt(ex * ex + ey * ey);
ex /= abs_e;
ey /= abs_e;
GeneralPath bodyPath = new GeneralPath();
bodyPath.moveTo(p2x + (ey - ex) * adjSize, p2y - (ex + ey) * adjSize);
bodyPath.quadTo(cx, cy, p1x, p1y - bodyWidth / 2);
bodyPath.lineTo(p1x, p1y + bodyWidth / 2);
bodyPath.quadTo(cx, cy, p2x - (ey + ex) * adjSize, p2y + (ex - ey) * adjSize);
bodyPath.closePath();
adjSize = (float) (headSize / Math.sqrt(2));
ex = p2x - cx;
ey = p2y - cy;
abs_e = (float) Math.sqrt(ex * ex + ey * ey);
ex /= abs_e;
ey /= abs_e;
GeneralPath headPath = new GeneralPath();
headPath.moveTo(p2x - (ey + ex) * adjSize, p2y + (ex - ey) * adjSize);
headPath.lineTo(p2x + headSize / 2, p2y);
headPath.lineTo(p2x + (ey - ex) * adjSize, p2y - (ex + ey) * adjSize);
headPath.closePath();
Area area = new Area(headPath);
area.add(new Area(bodyPath));
return area;
}*/
public void drawArcs(Graphics g, FSkinColor color, List<Vector2[]> arcs) { public void drawArcs(Graphics g, FSkinColor color, List<Vector2[]> arcs) {
for (Vector2[] p : arcs) { for (Vector2[] p : arcs) {
if (p[0] == null || p[1] == null) { if (p[0] != null && p[1] != null) {
continue; g.drawArrow(ARROW_THICKNESS, ARROW_SIZE, color, p[1].x, p[1].y, p[0].x, p[0].y);
} }
float endX = p[0].x;
float endY = p[0].y;
float startX = p[1].x;
float startY = p[1].y;
g.drawArrow(5, color, startX, startY, endX, endY);
} }
} }