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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
//! clanCore="Math"
//! header=core.h
#ifndef header_quad
#define header_quad
#ifdef CL_API_DLL
#ifdef CL_CORE_EXPORT
#define CL_API_CORE __declspec(dllexport)
#else
#define CL_API_CORE __declspec(dllimport)
#endif
#else
#define CL_API_CORE
#endif
#if _MSC_VER > 1000
#pragma once
#endif
#include "rect.h"
#include "size.h"
#include "point.h"
#include "origin.h"
//: 2D (x1, y1, x2, y2, x3, y3, x4, y4) quad structure.
//- !group=Core/Math!
//- !header=core.h!
class CL_API_CORE CL_Quad
{
//! Construction:
public:
//: Constructs a quad.
//param x1: x-coord for first point of quad.
//param y1: y-coord for first point of quad.
//param x2: x-coord for second point of quad.
//param y2: y-coord for second of quad.
//param x3: x-coord for third point of quad.
//param y3: y-coord for third point of quad.
//param x4: x-coord for forth point of quad.
//param y4: y-coord for forth point of quad.
//param rect: Rectangle used to initialize the quad.
CL_Quad() { return; }
CL_Quad(int new_x1, int new_y1, int new_x2, int new_y2,
int new_x3, int new_y3, int new_x4, int new_y4)
{ x1 = new_x1; y1 = new_y1; x2 = new_x2; y2 = new_y2;
x3 = new_x3; y3 = new_y3; x4 = new_x4; y4 = new_y4;
}
CL_Quad(const CL_Rect &rect)
{ x1 = rect.left; y1 = rect.top; x2 = rect.right; y2 = rect.top;
x3 = rect.right; y3 = rect.bottom; x4 = rect.left; y4 = rect.bottom;
}
CL_Quad(const CL_Quad &q)
{ x1 = q.x1; y1 = q.y1; x2 = q.x2; y2 = q.y2;
x3 = q.x3; y3 = q.y3; x4 = q.x4; y4 = q.y4;
}
//: Quad += Quad operator.
CL_Quad &operator+=(const CL_Quad &q)
{ x1 += q.x1; y1 += q.y1; x2 += q.x2; y2 += q.y2;
x3 += q.x3; y3 += q.y3; x4 += q.x4; y4 += q.y4;
return *this;
}
//: Quad -= Quad operator.
CL_Quad &operator-=(const CL_Quad &q)
{ x1 -= q.x1; y1 -= q.y1; x2 -= q.x2; y2 -= q.y2;
x3 -= q.x3; y3 -= q.y3; x4 -= q.x4; y4 -= q.y4;
return *this;
}
//: Quad += Point operator.
CL_Quad &operator+=(const CL_Point &p)
{ x1 += p.x; y1 += p.y; x2 += p.x; y2 += p.y;
x3 += p.x; y3 += p.y; x4 += p.x; y4 += p.y;
return *this;
}
//: Quad -= Point operator.
CL_Quad &operator-=(const CL_Point &p)
{ x1 -= p.x; y1 -= p.y; x2 -= p.x; y2 -= p.y;
x3 -= p.x; y3 -= p.y; x4 -= p.x; y4 -= p.y;
return *this;
}
//: Quad + Quad operator.
CL_Quad operator+(const CL_Quad &q) const
{ return CL_Quad(x1 + q.x1, y1 + q.y1, x2 + q.x2, y2 + q.y2,
x3 + q.x3, y3 + q.y3, x4 + q.x4, y4 + q.y4); }
//: Quad - Quad operator.
CL_Quad operator-(const CL_Quad &q) const
{ return CL_Quad(x1 - q.x1, y1 - q.y1, x2 - q.x2, y2 - q.y2,
x3 - q.x3, y3 - q.y3, x4 - q.x4, y4 - q.y4); }
//: Quad + Point operator.
CL_Quad operator+(const CL_Point &p) const
{ return CL_Quad(x1 + p.x, y1 + p.y, x2 + p.x, y2 + p.y,
x3 + p.x, y3 + p.y, x4 + p.x, y4 + p.y); }
//: Quad - Point operator.
CL_Quad operator-(const CL_Point &p) const
{ return CL_Quad(x1 - p.x, y1 - p.y, x2 - p.x, y2 - p.y,
x3 - p.x, y3 - p.y, x4 - p.x, y4 - p.y); }
//: Quad == Quad operator.
bool operator==(const CL_Quad &q) const
{ return (x1 == q.x1 && y1 == q.y1 && x2 == q.x2 && y2 == q.y2 &&
x3 == q.x3 && y3 == q.y3 && x4 == q.x4 && y4 == q.y4); }
//: Quad != Quad operator.
bool operator!=(const CL_Quad &q) const
{ return (x1 != q.x1 || y1 != q.y1 || x2 != q.x2 || y2 != q.y2 ||
x3 != q.x3 || y3 != q.y3 || x4 != q.x4 || y4 != q.y4); }
//! Attributes:
public:
//: X1-coordinate.
int x1;
//: Y1-coordinate.
int y1;
//: X2-coordinate.
int x2;
//: Y2-coordinate.
int y2;
//: X3-coordinate.
int x3;
//: Y3-coordinate.
int y3;
//: X4-coordinate.
int x4;
//: Y4-coordinate.
int y4;
//: Returns the width of the quad.
int get_width() const;
//: Returns the height of the quad.
int get_height() const;
//: Returns the size of the rectangle.
CL_Size get_size() const { return CL_Size(get_width(), get_height()); }
//: Returns the bounding box of the quad as a CL_Rect
//param hotspot: Point to rotate around.
//param origin: Determines the hotspot point within the rectangle
//param x, y: Offsets applied negatively to the hotspot point
//param angle: Angle to rotate in degrees.
CL_Rect get_bounds() const;
//! Operations:
public:
//: Rotates the Quad
//param hotspot: Point to rotate around.
//param angle: Angle to rotate in degrees.
void rotate(const CL_Point &hotspot, float angle);
//: Scale the Quad
//param sx: Scale value in x-axis
//param sy: Scale value in y-axis
//param hotspot: Point to scale around.
void scale(float sx, float sy);
void scale(const CL_Point &hotspot, float sx, float sy);
//: Returns the center point of the quad
CL_Point center() const;
//: Applies an origin and offset pair to this rectangle
//param origin: The new origin to adjust to from default upper-left position
//param x, y: Offsets applied negatively to each corner of the rectangle
void apply_alignment(CL_Origin origin, int x, int y)
{
CL_Point offset = calc_origin(origin, get_size());
offset.x -= x;
offset.y -= y;
x1 += offset.x;
y1 += offset.y;
x2 += offset.x;
y2 += offset.y;
x3 += offset.x;
y3 += offset.y;
x4 += offset.x;
y4 += offset.y;
}
};
#endif
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