infinipaint/src/WorldGrid.hpp

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#pragma once
#include <include/core/SkCanvas.h>
#include "DrawData.hpp"
#include <include/effects/SkRuntimeEffect.h>
#include <cereal/types/optional.hpp>
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class GridManager;
class WorldGrid {
public:
template <class Archive> void serialize(Archive& a) {
a(name, gridType, size, visible, offset, bounds, color, removeDivisionsOutwards, subdivisions, showCoordinates, displayInFront);
}
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void draw(GridManager& gMan, SkCanvas* canvas, const DrawData& drawData);
void draw_coordinates(SkCanvas* canvas, const DrawData& drawData, Vector2f& axisOffset);
std::string name;
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enum class GridType : unsigned {
CIRCLE_POINTS = 0,
SQUARE_POINTS,
SQUARE_LINES,
HORIZONTAL_LINES
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} gridType = GridType::CIRCLE_POINTS;
WorldScalar size{50000000};
bool visible = true;
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WorldVec offset{0, 0};
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std::optional<SCollision::AABB<WorldScalar>> bounds;
Vector4f color{1.0f, 1.0f, 1.0f, 1.0f};
bool removeDivisionsOutwards = false;
uint32_t subdivisions = 1;
bool showCoordinates = false;
std::string get_display_name();
void set_remove_divisions_outwards(bool v);
void set_subdivisions(uint32_t v);
void scale_up(const WorldScalar& scaleUpAmount);
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static unsigned GRID_UNIT_PIXEL_SIZE;
WorldScalar coordinatesDivWorldSize;
WorldScalar coordinatesGridCoordDivSize;
bool coordinatesWillBeDrawn = false;
bool coordinatesAxisOnBounds = false;
bool displayInFront = false;
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private:
struct ShaderData {
SkColor4f gridColor;
float mainGridScale;
Vector2f mainGridClosestPoint;
float mainGridPointSize;
float divGridAlphaFrac;
float divGridScale;
Vector2f divGridClosestPoint;
float divGridPointSize;
};
void draw_coordinates(SkCanvas* canvas, const DrawData& drawData, WorldScalar divWorldSize, WorldScalar gridCoordDivSize, Vector2f offsetOtherCoordinates);
static Vector2f get_closest_grid_point(const WorldVec& gridOffset, const WorldScalar& gridSize, const DrawData& drawData);
static sk_sp<SkShader> get_shader(GridType gType, const ShaderData& shaderData);
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static sk_sp<SkRuntimeEffect> compile_effect_shader_init(const char* shaderName, const char* shaderCode);
static Vector2f oldWindowSize;
static sk_sp<SkRuntimeEffect> circlePointEffect;
static sk_sp<SkRuntimeEffect> squarePointEffect;
static sk_sp<SkRuntimeEffect> squareLinesEffect;
static sk_sp<SkRuntimeEffect> horizontalLinesEffect;
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};