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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274
|
/* 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 COMMON_RECT_H
#define COMMON_RECT_H
#include "common/scummsys.h"
#include "common/util.h"
#include "common/debug.h"
#define PRINT_RECT(x) (x).left,(x).top,(x).right,(x).bottom
namespace Common {
/**
* Simple class for handling both 2D position and size.
*/
struct Point {
int16 x; ///< The horizontal part of the point
int16 y; ///< The vertical part of the point
Point() : x(0), y(0) {}
Point(int16 x1, int16 y1) : x(x1), y(y1) {}
bool operator==(const Point &p) const { return x == p.x && y == p.y; }
bool operator!=(const Point &p) const { return x != p.x || y != p.y; }
Point operator+(const Point &delta) const { return Point(x + delta.x, y + delta.y); }
Point operator-(const Point &delta) const { return Point(x - delta.x, y - delta.y); }
void operator+=(const Point &delta) {
x += delta.x;
y += delta.y;
}
void operator-=(const Point &delta) {
x -= delta.x;
y -= delta.y;
}
/**
* Return the square of the distance between this point and the point p.
*
* @param p the other point
* @return the distance between this and p
*/
uint sqrDist(const Point &p) const {
int diffx = ABS(p.x - x);
if (diffx >= 0x1000)
return 0xFFFFFF;
int diffy = ABS(p.y - y);
if (diffy >= 0x1000)
return 0xFFFFFF;
return uint(diffx * diffx + diffy * diffy);
}
};
/**
* Simple class for handling a rectangular zone.
*
* Note: This implementation is built around the assumption that (top,left) is
* part of the rectangle, but (bottom,right) is not. This is reflected in
* various methods, including contains(), intersects() and others.
*
* Another very wide spread approach to rectangle classes treats (bottom,right)
* also as a part of the rectangle.
*
* Conceptually, both are sound, but the approach we use saves many intermediate
* computations (like computing the height in our case is done by doing this:
* height = bottom - top;
* while in the alternate system, it would be
* height = bottom - top + 1;
*
* When writing code using our Rect class, always keep this principle in mind!
*/
struct Rect {
int16 top, left; ///< The point at the top left of the rectangle (part of the rect).
int16 bottom, right; ///< The point at the bottom right of the rectangle (not part of the rect).
Rect() : top(0), left(0), bottom(0), right(0) {}
Rect(int16 w, int16 h) : top(0), left(0), bottom(h), right(w) {}
Rect(int16 x1, int16 y1, int16 x2, int16 y2) : top(y1), left(x1), bottom(y2), right(x2) {
assert(isValidRect());
}
bool operator==(const Rect &rhs) const { return equals(rhs); }
bool operator!=(const Rect &rhs) const { return !equals(rhs); }
int16 width() const { return right - left; }
int16 height() const { return bottom - top; }
void setWidth(int16 aWidth) {
right = left + aWidth;
}
void setHeight(int16 aHeight) {
bottom = top + aHeight;
}
/**
* Check if given position is inside this rectangle.
*
* @param x the horizontal position to check
* @param y the vertical position to check
*
* @return true if the given position is inside this rectangle, false otherwise
*/
bool contains(int16 x, int16 y) const {
return (left <= x) && (x < right) && (top <= y) && (y < bottom);
}
/**
* Check if given point is inside this rectangle.
*
* @param p the point to check
*
* @return true if the given point is inside this rectangle, false otherwise
*/
bool contains(const Point &p) const {
return contains(p.x, p.y);
}
/**
* Check if the given rect is contained inside this rectangle.
*
* @param r The rectangle to check
*
* @return true if the given rect is inside, false otherwise
*/
bool contains(const Rect &r) const {
return (left <= r.left) && (r.right <= right) && (top <= r.top) && (r.bottom <= bottom);
}
/**
* 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 Rect &r) const {
return (left == r.left) && (right == r.right) && (top == r.top) && (bottom == r.bottom);
}
/**
* Check if given rectangle intersects with this rectangle
*
* @param r the rectangle to check
*
* @return true if the given rectangle has a non-empty intersection with
* this rectangle, false otherwise
*/
bool intersects(const Rect &r) const {
return (left < r.right) && (r.left < right) && (top < r.bottom) && (r.top < bottom);
}
/**
* Find the intersecting rectangle between this rectangle and the given rectangle
*
* @param r the intersecting rectangle
*
* @return the intersection of the rectangles or an empty rectangle if not intersecting
*/
Rect findIntersectingRect(const Rect &r) const {
if (!intersects(r))
return Rect();
return Rect(MAX(r.left, left), MAX(r.top, top), MIN(r.right, right), MIN(r.bottom, bottom));
}
/**
* Extend this rectangle so that it contains r
*
* @param r the rectangle to extend by
*/
void extend(const Rect &r) {
left = MIN(left, r.left);
right = MAX(right, r.right);
top = MIN(top, r.top);
bottom = MAX(bottom, r.bottom);
}
/**
* Extend this rectangle in all four directions by the given number of pixels
*
* @param offset the size to grow by
*/
void grow(int16 offset) {
top -= offset;
left -= offset;
bottom += offset;
right += offset;
}
void clip(const Rect &r) {
assert(isValidRect());
assert(r.isValidRect());
if (top < r.top) top = r.top;
else if (top > r.bottom) top = r.bottom;
if (left < r.left) left = r.left;
else if (left > r.right) left = r.right;
if (bottom > r.bottom) bottom = r.bottom;
else if (bottom < r.top) bottom = r.top;
if (right > r.right) right = r.right;
else if (right < r.left) right = r.left;
}
void clip(int16 maxw, int16 maxh) {
clip(Rect(0, 0, maxw, maxh));
}
bool isEmpty() const {
return (left >= right || top >= bottom);
}
bool isValidRect() const {
return (left <= right && top <= bottom);
}
void moveTo(int16 x, int16 y) {
bottom += y - top;
right += x - left;
top = y;
left = x;
}
void translate(int16 dx, int16 dy) {
left += dx; right += dx;
top += dy; bottom += dy;
}
void moveTo(const Point &p) {
moveTo(p.x, p.y);
}
void debugPrint(int debuglevel = 0, const char *caption = "Rect:") const {
debug(debuglevel, "%s %d, %d, %d, %d", caption, left, top, right, bottom);
}
/**
* Create a rectangle around the given center.
* @note the center point is rounded up and left when given an odd width and height
*/
static Rect center(int16 cx, int16 cy, int16 w, int16 h) {
int x = cx - w / 2, y = cy - h / 2;
return Rect(x, y, x + w, y + h);
}
};
} // End of namespace Common
#endif
|