/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : WWMath * * * * $Archive:: /Commando/Code/wwmath/rect.h $* * * * Author:: Byon Garrabrant * * * * $Modtime:: 4/16/01 10:01a $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef RECT_H #define RECT_H #include "vector2.h" class RectClass { public: float Left; float Top; float Right; float Bottom; // Constructors RectClass( void ) {}; RectClass( const RectClass & r ) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; } RectClass( float left, float top, float right, float bottom ) { Left = left; Top = top; Right = right; Bottom = bottom; } RectClass( const Vector2 & top_left, const Vector2 & bottom_right ) { Left = top_left.X; Top = top_left.Y; Right = bottom_right.X; Bottom = bottom_right.Y; } // Assignment RectClass & operator = (const RectClass & r) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; return *this; } void Set(float left, float top, float right, float bottom) { Left = left; Top = top; Right = right; Bottom = bottom; } void Set( const Vector2 & top_left, const Vector2 & bottom_right ) { Left = top_left.X; Top = top_left.Y; Right = bottom_right.X; Bottom = bottom_right.Y; } void Set(const RectClass & r) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; } // Access float Width(void) const { return Right - Left; } float Height(void) const { return Bottom - Top; } Vector2 Center( void ) const { return Vector2( (Left + Right)/2, (Top + Bottom)/2 ); } Vector2 Extent( void ) const { return Vector2( (Right - Left)/2, (Bottom - Top)/2 ); } Vector2 Upper_Left( void ) const { return Vector2( Left, Top ); } Vector2 Lower_Right( void ) const { return Vector2( Right, Bottom ); } Vector2 Upper_Right( void ) const { return Vector2( Right, Top ); } Vector2 Lower_Left( void ) const { return Vector2( Left, Bottom ); } // Scaling RectClass & operator *= (float k) { return Scale( k ); } RectClass & operator /= (float k) { return Scale( 1/k ); } RectClass & Scale_Relative_Center( float k ) { Vector2 center = Center(); *this-=center; Left*=k; Top*=k; Right*=k; Bottom*=k; *this+=center; return *this; } RectClass & Scale( float k ) { Left*=k; Top*=k; Right*=k; Bottom*=k; return *this; } RectClass & Scale( const Vector2 &k ) { Left*=k.X; Top*=k.Y; Right*=k.X; Bottom*=k.Y; return *this; } RectClass & Inverse_Scale( const Vector2 &k ) { Left/=k.X; Top/=k.Y; Right/=k.X; Bottom/=k.Y; return *this; } // Offset RectClass & operator += ( const Vector2 & o ) { Left+=o.X; Top+=o.Y; Right+=o.X; Bottom+=o.Y; return *this; } RectClass & operator -= ( const Vector2 & o ) { Left-=o.X; Top-=o.Y; Right-=o.X; Bottom-=o.Y; return *this; } // Inflate void Inflate( const Vector2 & o ) { Left-=o.X; Top-=o.Y; Right+=o.X; Bottom+=o.Y; } // Union RectClass & operator += ( const RectClass & r ) { Left=MIN(Left,r.Left); Top=MIN(Top,r.Top); Right=MAX(Right,r.Right); Bottom=MAX(Bottom,r.Bottom); return *this; } // Equality bool operator == ( const RectClass &rval ) const { return (rval.Left == Left) && (rval.Right == Right) && (rval.Top == Top) && (rval.Bottom == Bottom); } bool operator != ( const RectClass &rval ) const { return (rval.Left != Left) || (rval.Right != Right) || (rval.Top != Top) || (rval.Bottom != Bottom); } // Containment bool Contains ( const Vector2 &pos ) const { return (pos.X >= Left) && (pos.X <= Right) && (pos.Y >= Top) && (pos.Y <= Bottom); } // Misc void Snap_To_Units( const Vector2 & u ) { Left = (int)(Left / u.X + 0.5f) * u.X; Right = (int)(Right / u.X + 0.5f) * u.X; Top = (int)(Top / u.Y + 0.5f) * u.Y; Bottom = (int)(Bottom / u.Y + 0.5f) * u.Y; } }; #endif