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/**
* @file
* @brief Region system implementations
**/
#include "AppHdr.h"
#ifdef USE_TILE_LOCAL
#include "tilereg.h"
#include "glwrapper.h"
Region::Region() :
ox(0),
oy(0),
dx(0),
dy(0),
mx(0),
my(0),
wx(0),
wy(0),
sx(0),
sy(0),
ex(0),
ey(0)
{
}
void Region::resize(int _mx, int _my)
{
mx = _mx;
my = _my;
recalculate();
}
void Region::place(int _sx, int _sy, int margin)
{
sx = _sx;
sy = _sy;
ox = margin;
oy = margin;
recalculate();
}
void Region::place(int _sx, int _sy, int _ex, int _ey, int margin)
{
sx = _sx;
sy = _sy;
ex = _ex;
ey = _ey;
wx = ex - sx;
wy = ey - sy;
ox = margin;
oy = margin;
on_resize();
}
void Region::place(int _sx, int _sy)
{
sx = _sx;
sy = _sy;
recalculate();
}
int Region::grid_width_to_pixels(int x) const
{
return x * dx;
}
int Region::grid_height_to_pixels(int y) const
{
return y * dy;
}
void Region::calculate_grid_size(int inner_x, int inner_y)
{
mx = dx ? inner_x / dx : 0;
my = dy ? inner_y / dy : 0;
}
void Region::resize_to_fit(int _wx, int _wy)
{
if (_wx < 0 || _wy < 0)
{
mx = wx = my = wy = 0;
ey = sy;
ex = sy;
return;
}
int inner_x = _wx - 2 * ox;
int inner_y = _wy - 2 * oy;
calculate_grid_size(inner_x, inner_y);
recalculate();
// update in case any of this changes in recalculate
// XX this logic is kind of odd, but this seems to work
calculate_grid_size(inner_x, inner_y);
ex = sx + _wx;
ey = sy + _wy;
}
void Region::recalculate()
{
wx = ox * 2 + grid_width_to_pixels(mx);
wy = oy * 2 + grid_height_to_pixels(my);
ex = sx + wx;
ey = sy + wy;
on_resize();
}
Region::~Region()
{
}
bool Region::inside(int x, int y)
{
return x >= sx && y >= sy && x <= ex && y <= ey;
}
bool Region::mouse_pos(int mouse_x, int mouse_y, int &cx, int &cy)
{
int x = mouse_x - ox - sx;
int y = mouse_y - oy - sy;
bool valid = (x >= 0 && y >= 0);
ASSERT(dx > 0);
ASSERT(dy > 0);
x /= dx;
y /= dy;
valid &= (x < mx && y < my);
cx = x;
cy = y;
return valid;
}
void Region::set_transform(bool no_scaling)
{
GLW_3VF trans(sx + ox, sy + oy, 0);
GLW_3VF scale;
if (no_scaling)
scale = GLW_3VF(1, 1, 1);
else
scale = GLW_3VF(dx, dy, 1);
glmanager->set_transform(trans, scale);
}
TileRegion::TileRegion(const TileRegionInit &init)
{
ASSERT(init.im);
ASSERT(init.tag_font);
m_image = init.im;
dx = init.tile_x;
dy = init.tile_y;
m_tag_font = init.tag_font;
// To quiet Valgrind.
m_dirty = true;
}
TileRegion::~TileRegion()
{
}
#endif
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