aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute/math/rect32.h
blob: 93b5c68a30afcda492122d685e7a586395a71277 (plain)
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
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#ifndef WINTERMUTE_RECT32_H
#define WINTERMUTE_RECT32_H

#include "common/system.h"
#include "engines/wintermute/math/floatpoint.h"
#include "common/rect.h"

namespace Wintermute {

struct Point32 {
	int32 x;
	int32 y;
	Point32() : x(0), y(0) {}
	Point32(int32 x1, int32 y1) : x(x1), y(y1) {}
	bool operator==(const Point32 &p) const { return x == p.x && y == p.y; }
	bool operator!=(const Point32 &p) const { return x != p.x || y != p.y; }
	Point32 operator+(const Point32 &delta) const {	return Point32(x + delta.x, y + delta.y);	}
	Point32 operator-(const Point32 &delta) const {	return Point32(x - delta.x, y - delta.y);	}

	Point32 &operator+=(const Point32 &delta) {
		x += delta.x;
		y += delta.y;
		return *this;
	}

	Point32 &operator-=(const Point32 &delta) {
		x -= delta.x;
		y -= delta.y;
		return *this;
	}
	
	operator FloatPoint() {
		return FloatPoint(x,y);
	}


};

struct Rect32 {
	int32 top, left;        ///< The point at the top left of the rectangle (part of the rect).
	int32 bottom, right;    ///< The point at the bottom right of the rectangle (not part of the rect).

	Rect32() : top(0), left(0), bottom(0), right(0) {}
	Rect32(int32 w, int32 h) : top(0), left(0), bottom(h), right(w) {}
	Rect32(const Common::Rect &rect) : top(rect.top), left(rect.left), bottom(rect.bottom), right(rect.right) {}
	Rect32(int32 x1, int32 y1, int32 x2, int32 y2) : top(y1), left(x1), bottom(y2), right(x2) {
		assert(isValidRect());
	}
	bool operator==(const Rect32 &rhs) const {
		return equals(rhs);
	}
	bool operator!=(const Rect32 &rhs) const {
		return !equals(rhs);
	}

	int32 width() const {
		return right - left;
	}
	int32 height() const {
		return bottom - top;
	}

	void setWidth(int32 aWidth) {
		right = left + aWidth;
	}

	void setHeight(int32 aHeight) {
		bottom = top + aHeight;
	}

	void setEmpty() {
		left = right = top = bottom = 0;
	}

	bool isRectEmpty() const {
		return (left >= right) || (top >= bottom);
	}

	void offsetRect(int dx, int dy) {
		left   += dx;
		top    += dy;
		right  += dx;
		bottom += dy;
	}

	void setRect(int32 newLeft, int32 newTop, int32 newRight, int32 newBottom) {
		this->left   = newLeft;
		this->top    = newTop;
		this->right  = newRight;
		this->bottom = newBottom;
	}

	/**
	 * Check if the given rect is equal to this one.
	 *
	 * @param r The rectangle to check
	 *
	 * @return true if the given rect is equal, false otherwise
	 */
	bool equals(const Rect32 &r) const {
		return (left == r.left) && (right == r.right) && (top == r.top) && (bottom == r.bottom);
	}

	bool isValidRect() const {
		return (left <= right && top <= bottom);
	}
};

} // End of namespace Wintermute

#endif