Prevent arrow tail extending too far

Make arrow border thickness scale with app
This commit is contained in:
drdev
2014-06-26 23:12:04 +00:00
parent f02e057ffa
commit 63b0648307
2 changed files with 17 additions and 8 deletions

View File

@@ -136,10 +136,10 @@ public class Graphics {
batch.begin();
}
public void drawArrow(float thickness, float arrowSize, FSkinColor skinColor, float x1, float y1, float x2, float y2) {
drawArrow(thickness, arrowSize, skinColor.getColor(), x1, y1, x2, y2);
public void drawArrow(float borderThickness, float arrowThickness, float arrowSize, FSkinColor skinColor, float x1, float y1, float x2, float y2) {
drawArrow(borderThickness, arrowThickness, arrowSize, skinColor.getColor(), x1, y1, x2, y2);
}
public void drawArrow(float thickness, float arrowSize, Color color, float x1, float y1, float x2, float y2) {
public void drawArrow(float borderThickness, float arrowThickness, float arrowSize, Color color, float x1, float y1, float x2, float y2) {
batch.end(); //must pause batch while rendering shapes
if (alphaComposite < 1) {
@@ -151,13 +151,15 @@ public class Graphics {
float angle = new Vector2(x2 - x1, y2 - y1).angleRad();
float perpRotation = (float)(Math.PI * 0.5f);
float arrowHeadRotation = (float)(Math.PI * 0.8f);
float halfThickness = thickness / 2;
float arrowTipAngle = (float)(Math.PI - arrowHeadRotation);
float halfThickness = arrowThickness / 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;
float arrowCornerLen = (arrowCorner1.dst(arrowCorner2) - arrowThickness) / 2;
float arrowHeadLen = arrowSize * (float)Math.cos(arrowTipAngle);
index = addVertex(arrowCorner1.x, arrowCorner1.y, vertices, index);
index = addVertex(x2, y2, vertices, index);
index = addVertex(arrowCorner2.x, arrowCorner2.y, vertices, index);
@@ -170,18 +172,24 @@ public class Graphics {
startShape(ShapeType.Filled);
shapeRenderer.setColor(color);
shapeRenderer.rectLine(adjustX(x1), adjustY(y1, 0),
adjustX(x2 - arrowSize * (float)Math.cos(angle) / 2), //shorten tail to make room for arrow head
adjustY(y2 - arrowSize * (float)Math.sin(angle) / 2, 0), thickness);
adjustX(x2 - arrowHeadLen * (float)Math.cos(angle)), //shorten tail to make room for arrow head
adjustY(y2 - arrowHeadLen * (float)Math.sin(angle), 0), arrowThickness);
//draw arrow head
shapeRenderer.triangle(vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5]);
endShape();
//draw border around arrow
if (borderThickness > 1) {
Gdx.gl.glLineWidth(borderThickness);
}
startShape(ShapeType.Line);
shapeRenderer.setColor(Color.BLACK);
shapeRenderer.polygon(vertices);
endShape();
if (borderThickness > 1) {
Gdx.gl.glLineWidth(1);
}
Gdx.gl.glDisable(GL_LINE_SMOOTH);
Gdx.gl.glDisable(GL_BLEND);

View File

@@ -29,6 +29,7 @@ import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector2;
public class TargetingOverlay {
private static final float BORDER_THICKNESS = Utils.scaleMin(1);
private static final float ARROW_THICKNESS = Utils.scaleMax(5);
private static final float ARROW_SIZE = 3 * ARROW_THICKNESS;
private static FSkinColor friendColor, foeColor;
@@ -67,6 +68,6 @@ public class TargetingOverlay {
if (start == null || end == null) { return; }
FSkinColor color = connectsFoes ? foeColor : friendColor;
g.drawArrow(ARROW_THICKNESS, ARROW_SIZE, color, start.x, start.y, end.x, end.y);
g.drawArrow(BORDER_THICKNESS, ARROW_THICKNESS, ARROW_SIZE, color, start.x, start.y, end.x, end.y);
}
}