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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388
|
/* 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/>.
*
*/
//=============================================================================
//
// Geometry data structures and helper functions
//
//=============================================================================
#ifndef AGS_SHARED_UTIL_GEOMETRY_H
#define AGS_SHARED_UTIL_GEOMETRY_H
#include "ags/shared/util/math.h"
namespace AGS3 {
namespace AGSMath = AGS::Shared::Math;
//namespace AGS
//{
//namespace Shared
//{
// Type of alignment of a geometric item of rectangular boundaries.
enum FrameAlignment {
kAlignNone = 0,
// Alignment options are representing 8 sides of a frame (rectangle);
// they are implemented as flags that may be combined together if it
// is wanted to define alignment to multiple sides at once.
kAlignTopLeft = 0x0001,
kAlignTopCenter = 0x0002,
kAlignTopRight = 0x0004,
kAlignMiddleLeft = 0x0008,
kAlignMiddleCenter = 0x0010,
kAlignMiddleRight = 0x0020,
kAlignBottomLeft = 0x0040,
kAlignBottomCenter = 0x0080,
kAlignBottomRight = 0x0100,
// Masks are helping to determine whether alignment parameter contains
// particular horizontal or vertical component (for example: left side
// or bottom side)
kMAlignLeft = kAlignTopLeft | kAlignMiddleLeft | kAlignBottomLeft,
kMAlignRight = kAlignTopRight | kAlignMiddleRight | kAlignBottomRight,
kMAlignTop = kAlignTopLeft | kAlignTopCenter | kAlignTopRight,
kMAlignBottom = kAlignBottomLeft | kAlignBottomCenter | kAlignBottomRight,
kMAlignHCenter = kAlignTopCenter | kAlignMiddleCenter | kAlignBottomCenter,
kMAlignVCenter = kAlignMiddleLeft | kAlignMiddleCenter | kAlignMiddleRight
};
// Horizontal alignment; based on FrameAlignment, used to restrict alignment
// setting to left/right/center option, while keeping compatibility with any
// alignment in case it will be supported in the future.
enum HorAlignment {
kHAlignNone = kAlignNone,
kHAlignLeft = kAlignTopLeft,
kHAlignRight = kAlignTopRight,
kHAlignCenter = kAlignTopCenter
};
enum RectPlacement {
kPlaceOffset,
kPlaceCenter,
kPlaceStretch,
kPlaceStretchProportional,
kNumRectPlacement
};
struct Point {
int X;
int Y;
Point() {
X = 0;
Y = 0;
}
Point(int x, int y) {
X = x;
Y = y;
}
inline bool operator ==(const Point &p) const {
return X == p.X && Y == p.Y;
}
inline bool operator !=(const Point &p) const {
return X != p.X || Y != p.Y;
}
inline Point operator +(const Point &p) const {
return Point(X + p.X, Y + p.Y);
}
inline bool Equals(const int x, const int y) const {
return X == x && Y == y;
}
};
struct Line {
int X1;
int Y1;
int X2;
int Y2;
Line() {
X1 = 0;
Y1 = 0;
X2 = 0;
Y2 = 0;
}
Line(int x1, int y1, int x2, int y2) {
X1 = x1;
Y1 = y1;
X2 = x2;
Y2 = y2;
}
};
// Helper factory functions
inline Line HLine(int x1, int x2, int y) {
return Line(x1, y, x2, y);
}
inline Line VLine(int x, int y1, int y2) {
return Line(x, y1, x, y2);
}
struct Size {
int Width;
int Height;
Size() {
Width = 0;
Height = 0;
}
Size(int width, int height) {
Width = width;
Height = height;
}
inline bool IsNull() const {
return Width <= 0 || Height <= 0;
}
inline static Size Clamp(const Size &sz, const Size &floor, const Size &ceil) {
return Size(AGSMath::Clamp(sz.Width, floor.Width, ceil.Width),
AGSMath::Clamp(sz.Height, floor.Height, ceil.Height));
}
// Indicates if current size exceeds other size by any metric
inline bool ExceedsByAny(const Size &size) const {
return Width > size.Width || Height > size.Height;
}
inline bool operator==(const Size &size) const {
return Width == size.Width && Height == size.Height;
}
inline bool operator!=(const Size &size) const {
return Width != size.Width || Height != size.Height;
}
inline bool operator<(const Size &other) const { // TODO: this implementation is silly and not universally useful; make a realistic one and replace with another function where necessary
return Width < other.Width || (Width == other.Width && Height < other.Height);
}
inline Size operator+(const Size &size) const {
return Size(Width + size.Width, Height + size.Height);
}
inline Size operator-(const Size &size) const {
return Size(Width - size.Width, Height - size.Height);
}
inline Size operator *(int x) const {
return Size(Width * x, Height * x);
}
inline Size operator /(int x) const {
return Size(Width / x, Height / x);
}
inline Size &operator *=(int x) {
Width *= x;
Height *= x;
return *this;
}
inline Size &operator /=(int x) {
Width /= x;
Height /= x;
return *this;
}
};
// TODO: consider making Rect have right-bottom coordinate with +1 offset
// to comply with many other libraries (i.e. Right - Left == Width)
struct Rect {
int Left;
int Top;
int Right;
int Bottom;
Rect() {
Left = 0;
Top = 0;
Right = -1;
Bottom = -1;
}
Rect(int l, int t, int r, int b) {
Left = l;
Top = t;
Right = r;
Bottom = b;
}
inline Point GetLT() const {
return Point(Left, Top);
}
inline Point GetCenter() const {
return Point(Left + GetWidth() / 2, Top + GetHeight() / 2);
}
inline int GetWidth() const {
return Right - Left + 1;
}
inline int GetHeight() const {
return Bottom - Top + 1;
}
inline Size GetSize() const {
return Size(GetWidth(), GetHeight());
}
inline bool IsEmpty() const {
return Right < Left || Bottom < Top;
}
inline bool IsInside(int x, int y) const {
return x >= Left && y >= Top && (x <= Right) && (y <= Bottom);
}
inline bool IsInside(const Point &pt) const {
return IsInside(pt.X, pt.Y);
}
inline void MoveToX(int x) {
Right += x - Left;
Left = x;
}
inline void MoveToY(int y) {
Bottom += y - Top;
Top = y;
}
inline void MoveTo(const Point &pt) {
MoveToX(pt.X);
MoveToY(pt.Y);
}
inline void SetWidth(int width) {
Right = Left + width - 1;
}
inline void SetHeight(int height) {
Bottom = Top + height - 1;
}
inline static Rect MoveBy(const Rect &r, int x, int y) {
return Rect(r.Left + x, r.Top + y, r.Right + x, r.Bottom + y);
}
inline bool operator ==(const Rect &r) const {
return Left == r.Left && Top == r.Top &&
Right == r.Right && Bottom == r.Bottom;
}
};
// Helper factory function
inline Rect RectWH(int x, int y, int width, int height) {
return Rect(x, y, x + width - 1, y + height - 1);
}
inline Rect RectWH(const Size &sz) {
return Rect(0, 0, sz.Width - 1, sz.Height - 1);
}
struct Triangle {
int X1;
int Y1;
int X2;
int Y2;
int X3;
int Y3;
Triangle() {
X1 = 0;
Y1 = 0;
X2 = 0;
Y2 = 0;
X3 = 0;
Y3 = 0;
}
Triangle(int x1, int y1, int x2, int y2, int x3, int y3) {
X1 = x1;
Y1 = y1;
X2 = x2;
Y2 = y2;
X3 = x3;
Y3 = y3;
}
};
struct Circle {
int X;
int Y;
int Radius;
Circle() {
X = 0;
Y = 0;
Radius = 0;
}
Circle(int x, int y, int radius) {
X = x;
Y = y;
Radius = radius;
}
};
// Tells if two rectangles intersect (overlap) at least partially
bool AreRectsIntersecting(const Rect &r1, const Rect &r2);
// Tells if the item is completely inside place
bool IsRectInsideRect(const Rect &place, const Rect &item);
// Calculates a distance between two axis-aligned rectangles, returns 0 if they intersect
float DistanceBetween(const Rect &r1, const Rect &r2);
int AlignInHRange(int x1, int x2, int off_x, int width, FrameAlignment align);
int AlignInVRange(int y1, int y2, int off_y, int height, FrameAlignment align);
Rect AlignInRect(const Rect &frame, const Rect &item, FrameAlignment align);
Size ProportionalStretch(int dest_w, int dest_h, int item_w, int item_h);
Size ProportionalStretch(const Size &dest, const Size &item);
Rect OffsetRect(const Rect &r, const Point off);
Rect CenterInRect(const Rect &place, const Rect &item);
Rect ClampToRect(const Rect &place, const Rect &item);
Rect PlaceInRect(const Rect &place, const Rect &item, const RectPlacement &placement);
// Sum two rectangles, the result is the rectangle bounding them both
Rect SumRects(const Rect &r1, const Rect &r2);
// Intersect two rectangles, the resolt is the rectangle bounding their intersection
Rect IntersectRects(const Rect &r1, const Rect &r2);
//} // namespace Shared
//} // namespace AGS
} // namespace AGS3
#endif
|