//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include namespace cpp3ds { //////////////////////////////////////////////////////////// VertexArray::VertexArray() : m_vertices (), m_primitiveType(Triangles) { } //////////////////////////////////////////////////////////// VertexArray::VertexArray(PrimitiveType type, unsigned int vertexCount) : m_vertices (vertexCount), m_primitiveType(type) { } //////////////////////////////////////////////////////////// unsigned int VertexArray::getVertexCount() const { return static_cast(m_vertices.size()); } //////////////////////////////////////////////////////////// Vertex& VertexArray::operator [](unsigned int index) { return m_vertices[index]; } //////////////////////////////////////////////////////////// const Vertex& VertexArray::operator [](unsigned int index) const { return m_vertices[index]; } //////////////////////////////////////////////////////////// void VertexArray::clear() { m_vertices.clear(); } //////////////////////////////////////////////////////////// void VertexArray::resize(unsigned int vertexCount) { m_vertices.resize(vertexCount); } //////////////////////////////////////////////////////////// void VertexArray::append(const Vertex& vertex) { m_vertices.push_back(vertex); } //////////////////////////////////////////////////////////// void VertexArray::setPrimitiveType(PrimitiveType type) { m_primitiveType = type; } //////////////////////////////////////////////////////////// PrimitiveType VertexArray::getPrimitiveType() const { return m_primitiveType; } //////////////////////////////////////////////////////////// FloatRect VertexArray::getBounds() const { if (!m_vertices.empty()) { float left = m_vertices[0].position.x; float top = m_vertices[0].position.y; float right = m_vertices[0].position.x; float bottom = m_vertices[0].position.y; for (std::size_t i = 1; i < m_vertices.size(); ++i) { Vector2f position = m_vertices[i].position; // Update left and right if (position.x < left) left = position.x; else if (position.x > right) right = position.x; // Update top and bottom if (position.y < top) top = position.y; else if (position.y > bottom) bottom = position.y; } return FloatRect(left, top, right - left, bottom - top); } else { // Array is empty return FloatRect(); } } //////////////////////////////////////////////////////////// void VertexArray::draw(RenderTarget& target, RenderStates states) const { if (!m_vertices.empty()) target.draw(&m_vertices[0], static_cast(m_vertices.size()), m_primitiveType, states); } }