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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "graphics/screen.h"
#include "crab/crab.h"
#include "crab/GameParam.h"
#include "crab/Rectangle.h"
namespace Crab {
bool Rect::load(rapidxml::xml_node<char> *node, const bool &echo, const Common::String &x_name, const Common::String &y_name,
const Common::String &w_name, const Common::String &h_name) {
return loadNum(x, x_name, node, echo) && loadNum(y, y_name, node, echo) && loadNum(w, w_name, node, echo) && loadNum(h, h_name, node, echo);
}
bool Rect::collide(Rect box) const {
if (box.x + box.w < x)
return false; // just checking if their
if (box.x > x + w)
return false; // bounding boxes even touch
if (box.y + box.h < y)
return false;
if (box.y > y + h)
return false;
return true; // bounding boxes intersect
}
void Rect::extend(Rect box) {
int left1 = x;
int right1 = x + w;
int top1 = y;
int bottom1 = y + h;
const int left2 = box.x;
const int right2 = box.x + box.w;
const int top2 = box.y;
const int bottom2 = box.y + box.h;
left1 = MIN(left1, left2);
right1 = MAX(right1, right2);
top1 = MIN(top1, top2);
bottom1 = MAX(bottom1, bottom2);
x = left1;
y = top1;
w = right1 - left1;
h = bottom1 - top1;
}
Direction Rect::resolveX(Rect collider) {
// Check left edge of collider
if (x < collider.x && collider.x < x + w)
return DIRECTION_RIGHT;
// Check right edge of collider
if (x < collider.x + collider.w && collider.x + collider.w < x + w)
return DIRECTION_LEFT;
return DIRECTION_NONE;
}
Direction Rect::resolveY(Rect collider) {
// Check top edge of collider
if (y < collider.y && collider.y < y + h)
return DIRECTION_DOWN;
// Check bottom edge of collider
if (y < collider.y + collider.h && collider.y + collider.h < y + h)
return DIRECTION_UP;
return DIRECTION_NONE;
}
void Rect::flip(const TextureFlipType &flip, const Vector2i &axis) {
if (flip == FLIP_NONE)
return;
if (flip == FLIP_X || flip == FLIP_XY)
x = 2 * axis.x - x - w;
if (flip == FLIP_Y || flip == FLIP_XY)
y = 2 * axis.y - y - h;
}
void Rect::draw(const int &xOffset, const int &yOffset, const uint8 &r, const uint8 &g, const uint8 &b, const uint8 &a) {
int X = x + xOffset, Y = y + yOffset;
g_engine->_screen->drawLine(X, Y, X + w, Y, g_engine->_format->ARGBToColor(a, r, g, b));
g_engine->_screen->drawLine(X, Y, X, Y + h, g_engine->_format->ARGBToColor(a, r, g, b));
g_engine->_screen->drawLine(X + w, Y, X + w, Y + h, g_engine->_format->ARGBToColor(a, r, g, b));
g_engine->_screen->drawLine(X, Y + h, X + w, Y + h, g_engine->_format->ARGBToColor(a, r, g, b));
}
void Rect::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root, const char *name) {
rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, name);
child->append_attribute(doc.allocate_attribute("x", g_engine->_stringPool->get(x)));
child->append_attribute(doc.allocate_attribute("y", g_engine->_stringPool->get(y)));
child->append_attribute(doc.allocate_attribute("w", g_engine->_stringPool->get(w)));
child->append_attribute(doc.allocate_attribute("h", g_engine->_stringPool->get(h)));
root->append_node(child);
}
} // End of namespace Crab
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