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Prevent arrow tail extending too far
Make arrow border thickness scale with app
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@@ -136,10 +136,10 @@ public class Graphics {
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batch.begin();
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}
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public void drawArrow(float thickness, float arrowSize, FSkinColor skinColor, float x1, float y1, float x2, float y2) {
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drawArrow(thickness, arrowSize, skinColor.getColor(), x1, y1, x2, y2);
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public void drawArrow(float borderThickness, float arrowThickness, float arrowSize, FSkinColor skinColor, float x1, float y1, float x2, float y2) {
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drawArrow(borderThickness, arrowThickness, arrowSize, skinColor.getColor(), x1, y1, x2, y2);
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}
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public void drawArrow(float thickness, float arrowSize, Color color, float x1, float y1, float x2, float y2) {
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public void drawArrow(float borderThickness, float arrowThickness, float arrowSize, Color color, float x1, float y1, float x2, float y2) {
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batch.end(); //must pause batch while rendering shapes
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if (alphaComposite < 1) {
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@@ -151,13 +151,15 @@ public class Graphics {
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float angle = new Vector2(x2 - x1, y2 - y1).angleRad();
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float perpRotation = (float)(Math.PI * 0.5f);
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float arrowHeadRotation = (float)(Math.PI * 0.8f);
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float halfThickness = thickness / 2;
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float arrowTipAngle = (float)(Math.PI - arrowHeadRotation);
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float halfThickness = arrowThickness / 2;
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int index = 0;
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float[] vertices = new float[14];
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Vector2 arrowCorner1 = new Vector2(x2 + arrowSize * (float)Math.cos(angle + arrowHeadRotation), y2 + arrowSize * (float)Math.sin(angle + arrowHeadRotation));
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Vector2 arrowCorner2 = new Vector2(x2 + arrowSize * (float)Math.cos(angle - arrowHeadRotation), y2 + arrowSize * (float)Math.sin(angle - arrowHeadRotation));
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float arrowCornerLen = (arrowCorner1.dst(arrowCorner2) - thickness) / 2;
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float arrowCornerLen = (arrowCorner1.dst(arrowCorner2) - arrowThickness) / 2;
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float arrowHeadLen = arrowSize * (float)Math.cos(arrowTipAngle);
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index = addVertex(arrowCorner1.x, arrowCorner1.y, vertices, index);
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index = addVertex(x2, y2, vertices, index);
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index = addVertex(arrowCorner2.x, arrowCorner2.y, vertices, index);
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@@ -170,18 +172,24 @@ public class Graphics {
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startShape(ShapeType.Filled);
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shapeRenderer.setColor(color);
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shapeRenderer.rectLine(adjustX(x1), adjustY(y1, 0),
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adjustX(x2 - arrowSize * (float)Math.cos(angle) / 2), //shorten tail to make room for arrow head
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adjustY(y2 - arrowSize * (float)Math.sin(angle) / 2, 0), thickness);
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adjustX(x2 - arrowHeadLen * (float)Math.cos(angle)), //shorten tail to make room for arrow head
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adjustY(y2 - arrowHeadLen * (float)Math.sin(angle), 0), arrowThickness);
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//draw arrow head
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shapeRenderer.triangle(vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5]);
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endShape();
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//draw border around arrow
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if (borderThickness > 1) {
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Gdx.gl.glLineWidth(borderThickness);
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}
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startShape(ShapeType.Line);
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shapeRenderer.setColor(Color.BLACK);
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shapeRenderer.polygon(vertices);
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endShape();
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if (borderThickness > 1) {
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Gdx.gl.glLineWidth(1);
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}
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Gdx.gl.glDisable(GL_LINE_SMOOTH);
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Gdx.gl.glDisable(GL_BLEND);
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@@ -29,6 +29,7 @@ import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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public class TargetingOverlay {
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private static final float BORDER_THICKNESS = Utils.scaleMin(1);
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private static final float ARROW_THICKNESS = Utils.scaleMax(5);
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private static final float ARROW_SIZE = 3 * ARROW_THICKNESS;
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private static FSkinColor friendColor, foeColor;
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@@ -67,6 +68,6 @@ public class TargetingOverlay {
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if (start == null || end == null) { return; }
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FSkinColor color = connectsFoes ? foeColor : friendColor;
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g.drawArrow(ARROW_THICKNESS, ARROW_SIZE, color, start.x, start.y, end.x, end.y);
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g.drawArrow(BORDER_THICKNESS, ARROW_THICKNESS, ARROW_SIZE, color, start.x, start.y, end.x, end.y);
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}
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}
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