1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161
// Rust-SFML - Copyright (c) 2013 Letang Jeremy. // // The original software, SFML library, is provided by Laurent Gomila. // // 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. // use graphics::Color; use system::Vector2f; use csfml_graphics_sys as ffi; use system::raw_conv::Raw; /// Define a point with color and texture coordinates. /// /// A vertex is an improved point. /// /// It has a position and other extra attributes that will be used for drawing: /// in SFML, vertices also have a color and a pair of texture coordinates. /// /// The vertex is the building block of drawing. /// Everything which is visible on screen is made of vertices. /// They are grouped as 2D primitives (triangles, quads, ...), and these primitives are grouped /// to create even more complex 2D entities such as sprites, texts, etc. /// /// If you use the graphical entities of SFML (sprite, text, shape) you won't have to /// deal with vertices directly. /// But if you want to define your own 2D entities, such as tiled maps or particle systems, /// using vertices will allow you to get maximum performances. /// /// Example: /// /// ```no_run /// # use sfml::system::*; /// # use sfml::graphics::*; /// # let mut window: RenderWindow = unimplemented!(); /// // define a 100x100 square, red, with a 10x10 texture mapped on it /// let vertices = [ /// Vertex::new(Vector2f::new( 0., 0.), Color::red(), Vector2f::new( 0., 0.)), /// Vertex::new(Vector2f::new( 0., 100.), Color::red(), Vector2f::new( 0., 10.)), /// Vertex::new(Vector2f::new(100., 100.), Color::red(), Vector2f::new(10., 10.)), /// Vertex::new(Vector2f::new(100., 0.), Color::red(), Vector2f::new(10., 0.)), /// ]; /// // draw it /// window.draw_primitives(&vertices, PrimitiveType::Quads, RenderStates::default()); /// ``` /// /// Note: although texture coordinates are supposed to be an integer amount of pixels, /// their type is float because of some buggy graphics drivers that are not able to /// process integer coordinates correctly. #[repr(C)] #[derive(Debug, Clone, Copy)] pub struct Vertex { /// 2D position of the vertex pub position: Vector2f, /// Color of the vertex. pub color: Color, /// Coordinates of the texture's pixel to map to the vertex. pub tex_coords: Vector2f, } impl Vertex { /// Create a new Vertex /// /// # Arguments /// * position - Position of the vertex /// * color - Color of the vertex /// * tex_coords - Texture coordinate of the vertex /// /// Return a Vertex pub fn new(position: Vector2f, color: Color, tex_coords: Vector2f) -> Self { Self { position: position, color: color, tex_coords: tex_coords, } } /// Create a new Vertex whit a position /// /// # Arguments /// * position - Position of the vertex /// /// # Default /// * color - white /// * tex_coords - (0., 0.) /// /// Return a Vertex pub fn with_pos(position: Vector2f) -> Self { Self::new(position, Color::white(), Vector2f::new(0., 0.)) } /// Create a new Vertex with the position and the color /// /// # Arguments /// * position - Position of the vertex /// * color - Color of the vertex /// /// # Default /// * tex_coords - (0., 0) /// /// Return a Vertex pub fn with_pos_color(position: Vector2f, color: Color) -> Vertex { Self::new(position, color, Vector2f::new(0., 0.)) } /// Create a new Vertex whit the position and the texture coordinates /// /// # Arguments /// * position - Position of the vertex /// * tex_coords - Texture coordinate of the vertex /// /// # Default /// * color - white /// /// Return a Vertex pub fn with_pos_coords(position: Vector2f, tex_coords: Vector2f) -> Vertex { Self::new(position, Color::white(), tex_coords) } } /// Create a new default `Vertex` /// /// # Default /// * `position` - (0., 0.) /// * `color` - white /// * `tex_coords` - (0., 0.) /// /// Return a `Vertex` impl Default for Vertex { fn default() -> Vertex { Self::new(Vector2f::new(0., 0.), Color::white(), Vector2f::new(0., 0.)) } } impl Raw for Vertex { type Raw = ffi::sfVertex; fn raw(&self) -> Self::Raw { ffi::sfVertex { position: self.position.raw(), color: self.color.raw(), texCoords: self.tex_coords.raw(), } } }