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#include "bladerunner/regions.h"
namespace BladeRunner {
Regions::Regions() {
_enabled = true;
_regions = new Region[10];
clear();
}
Regions::~Regions() {
delete[] _regions;
}
void BladeRunner::Regions::clear() {
for (int i = 0; i < 10; ++i)
remove(i);
}
bool Regions::add(int index, Common::Rect rect, int type) {
if (index < 0 || index >= 10)
return false;
if (_regions[index]._present)
return false;
_regions[index]._rectangle = rect;
_regions[index]._type = type;
_regions[index]._present = 1;
return true;
}
bool Regions::remove(int index) {
if (index < 0 || index >= 10)
return false;
_regions[index]._rectangle = Common::Rect(-1, -1, -1, -1);
_regions[index]._type = -1;
_regions[index]._present = 0;
return true;
}
int Regions::getTypeAtXY(int x, int y) {
int index = getRegionAtXY(x, y);
if (index == -1)
return -1;
return _regions[index]._type;
}
int Regions::getRegionAtXY(int x, int y) {
if (!_enabled)
return -1;
for (int i = 0; i != 10; ++i) {
if (!_regions[i]._present)
continue;
// Common::Rect::contains is exclusive of right and bottom but
// Blade Runner wants inclusive, so we adjust the edges.
// TODO: Roll our own rect class?
Common::Rect r = _regions[i]._rectangle;
r.right++;
r.bottom++;
if (r.contains(x, y))
return i;
}
return -1;
}
void Regions::setEnabled(bool enabled) {
_enabled = enabled;
}
void Regions::enable() {
_enabled = true;
}
} // End of namespace BladeRunner
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