#include "Element.h" Element::Element() {} Element::~Element() {} void Element::SetPosition(const wxPoint2DDouble position) { m_position = position; m_rect = wxRect2DDouble(m_position.m_x - m_width / 2.0 - m_borderSize, m_position.m_y - m_height / 2.0 - m_borderSize, m_width + 2.0 * m_borderSize, m_height + 2.0 * m_borderSize); } wxPoint2DDouble Element::WorldToScreen(wxPoint2DDouble translation, double scale, double offsetX, double offsetY) const { return wxPoint2DDouble(m_position.m_x + offsetX + translation.m_x, m_position.m_y + offsetY + translation.m_y) * scale; } void Element::DrawCircle(wxPoint2DDouble position, double radius, int numSegments, GLenum mode) const { glBegin(mode); for(int i = 0; i < numSegments; i++) { double theta = 2.0 * 3.1415926 * double(i) / double(numSegments); glVertex2f(radius * std::cos(theta) + position.m_x, radius * std::sin(theta) + position.m_y); } glEnd(); } void Element::DrawRectangle(wxPoint2DDouble position, double width, double height, GLenum mode) const { glBegin(mode); // TODO: GL_QUADS é obsoleto (OpenGL 3.0+), encontrar outra solução. glVertex2d(position.m_x - width / 2.0, position.m_y - height / 2.0); glVertex2d(position.m_x - width / 2.0, position.m_y + height / 2.0); glVertex2d(position.m_x + width / 2.0, position.m_y + height / 2.0); glVertex2d(position.m_x + width / 2.0, position.m_y - height / 2.0); glEnd(); }