108 lines
5.7 KiB
C++
108 lines
5.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/rect.h $*
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* *
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* Author:: Byon Garrabrant *
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* *
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* $Modtime:: 4/16/01 10:01a $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef RECT_H
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#define RECT_H
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#include "vector2.h"
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class RectClass
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{
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public:
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float Left;
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float Top;
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float Right;
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float Bottom;
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// Constructors
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RectClass( void ) {};
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RectClass( const RectClass & r ) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; }
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RectClass( float left, float top, float right, float bottom ) { Left = left; Top = top; Right = right; Bottom = bottom; }
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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; }
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// Assignment
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RectClass & operator = (const RectClass & r) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; return *this; }
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void Set(float left, float top, float right, float bottom) { Left = left; Top = top; Right = right; Bottom = bottom; }
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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; }
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void Set(const RectClass & r) { Left = r.Left; Top = r.Top; Right = r.Right; Bottom = r.Bottom; }
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// Access
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float Width(void) const { return Right - Left; }
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float Height(void) const { return Bottom - Top; }
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Vector2 Center( void ) const { return Vector2( (Left + Right)/2, (Top + Bottom)/2 ); }
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Vector2 Extent( void ) const { return Vector2( (Right - Left)/2, (Bottom - Top)/2 ); }
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Vector2 Upper_Left( void ) const { return Vector2( Left, Top ); }
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Vector2 Lower_Right( void ) const { return Vector2( Right, Bottom ); }
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Vector2 Upper_Right( void ) const { return Vector2( Right, Top ); }
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Vector2 Lower_Left( void ) const { return Vector2( Left, Bottom ); }
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// Scaling
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RectClass & operator *= (float k) { return Scale( k ); }
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RectClass & operator /= (float k) { return Scale( 1/k ); }
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RectClass & Scale_Relative_Center( float k ) { Vector2 center = Center(); *this-=center; Left*=k; Top*=k; Right*=k; Bottom*=k; *this+=center; return *this; }
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RectClass & Scale( float k ) { Left*=k; Top*=k; Right*=k; Bottom*=k; return *this; }
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RectClass & Scale( const Vector2 &k ) { Left*=k.X; Top*=k.Y; Right*=k.X; Bottom*=k.Y; return *this; }
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RectClass & Inverse_Scale( const Vector2 &k ) { Left/=k.X; Top/=k.Y; Right/=k.X; Bottom/=k.Y; return *this; }
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// Offset
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RectClass & operator += ( const Vector2 & o ) { Left+=o.X; Top+=o.Y; Right+=o.X; Bottom+=o.Y; return *this; }
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RectClass & operator -= ( const Vector2 & o ) { Left-=o.X; Top-=o.Y; Right-=o.X; Bottom-=o.Y; return *this; }
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// Inflate
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void Inflate( const Vector2 & o ) { Left-=o.X; Top-=o.Y; Right+=o.X; Bottom+=o.Y; }
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// Union
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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; }
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// Equality
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bool operator == ( const RectClass &rval ) const { return (rval.Left == Left) && (rval.Right == Right) && (rval.Top == Top) && (rval.Bottom == Bottom); }
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bool operator != ( const RectClass &rval ) const { return (rval.Left != Left) || (rval.Right != Right) || (rval.Top != Top) || (rval.Bottom != Bottom); }
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// Containment
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bool Contains ( const Vector2 &pos ) const { return (pos.X >= Left) && (pos.X <= Right) && (pos.Y >= Top) && (pos.Y <= Bottom); }
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// Misc
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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; }
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};
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#endif
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