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(),
        }
    }
}