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83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#ifndef RECT2I_H
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#define RECT2I_H
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#include "vector2i.h"
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#include "vector2.h"
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#include "math.h"
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class Rect2;
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class Rect2i {
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public:
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float get_area() const;
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bool intersects(const Rect2i &b) const;
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bool intersects_include_borders(const Rect2i &b) const;
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bool encloses(const Rect2i &b) const;
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bool has_no_area() const;
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bool has_point(const int px, const int py) const;
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bool is_equal_approx(const Rect2i &b) const;
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void grow(const int by);
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void shrink(const int by);
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void expand_to(const Vector2i &p_vector);
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inline Rect2i clip(const Rect2i &p_rect) const;
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inline Rect2i abs() const;
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Vector2i position() const;
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Vector2i size() const;
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Rect2i &operator+=(const Rect2i &b);
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Rect2i &operator-=(const Rect2i &b);
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friend Rect2i operator+(Rect2i lhs, const Rect2i &rhs);
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friend Rect2i operator-(Rect2i lhs, const Rect2i &rhs);
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friend bool operator==(const Rect2i &a, const Rect2i &b);
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friend bool operator!=(const Rect2i &a, const Rect2i &b);
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operator Rect2() const;
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Rect2i();
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Rect2i(const Rect2i &b);
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Rect2i(const int rx, const int ry);
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Rect2i(const int rx, const int ry, const int rw, const int rh);
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Rect2i(const Vector2i &position, const Vector2i &size);
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Rect2i(const Vector2 &position, const Vector2 &size);
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Rect2i(const Vector2i &position, const Vector2 &size);
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Rect2i(const Vector2 &position, const Vector2i &size);
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int x;
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int y;
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int w;
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int h;
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};
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// Taken from the Godot Engine (MIT License)
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// Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
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// Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
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inline Rect2i Rect2i::clip(const Rect2i &p_rect) const { /// return a clipped rect
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Rect2i new_rect = p_rect;
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if (!intersects(new_rect)) {
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return Rect2i();
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}
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new_rect.x = MAX(p_rect.x, x);
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new_rect.y = MAX(p_rect.y, y);
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Vector2i p_rect_end = p_rect.position() + p_rect.size();
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Vector2i end = position() + size();
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new_rect.w = MIN(p_rect_end.x, end.x) - new_rect.x;
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new_rect.h = MIN(p_rect_end.y, end.y) - new_rect.y;
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return new_rect;
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}
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Rect2i Rect2i::abs() const {
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return Rect2i(x + MIN(w, 0), y + MIN(h, 0), ABS(w), ABS(h));
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}
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#endif |