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vcmi/client/gui/Geometries.h
Ivan Savenko 0cae259f53 Most of rendering in BattleInt is done via canvas
- refactoring of CBattleStacksController.cpp
- moved EAlignment enum to Geometries.h from CIntObject
- renamed EAlignment to ETextAlignment, to avoid conflict with good/evil
alignemt
- ETextAlignment is now enum class
2022-11-26 23:12:20 +02:00

263 lines
5.2 KiB
C++

/*
* Geometries.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <SDL_video.h>
#include "../../lib/int3.h"
enum class ETextAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
struct SDL_MouseMotionEvent;
// A point with x/y coordinate, used mostly for graphic rendering
struct Point
{
int x, y;
//constructors
Point()
{
x = y = 0;
};
Point(int X, int Y)
:x(X),y(Y)
{};
Point(const int3 &a)
:x(a.x),y(a.y)
{}
Point(const SDL_MouseMotionEvent &a);
template<typename T>
Point operator+(const T &b) const
{
return Point(x+b.x,y+b.y);
}
template<typename T>
Point operator/(const T &div) const
{
return Point(x/div, y/div);
}
template<typename T>
Point operator*(const T &mul) const
{
return Point(x*mul, y*mul);
}
template<typename T>
Point& operator+=(const T &b)
{
x += b.x;
y += b.y;
return *this;
}
template<typename T>
Point operator-(const T &b) const
{
return Point(x - b.x, y - b.y);
}
template<typename T>
Point& operator-=(const T &b)
{
x -= b.x;
y -= b.y;
return *this;
}
bool operator<(const Point &b) const //product order
{
return x < b.x && y < b.y;
}
template<typename T> Point& operator=(const T &t)
{
x = t.x;
y = t.y;
return *this;
}
template<typename T> bool operator==(const T &t) const
{
return x == t.x && y == t.y;
}
template<typename T> bool operator!=(const T &t) const
{
return !(*this == t);
}
};
/// Rectangle class, which have a position and a size
struct Rect : public SDL_Rect
{
Rect()//default c-tor
{
x = y = w = h = -1;
}
Rect(int X, int Y, int W, int H)
{
x = X;
y = Y;
w = W;
h = H;
}
Rect(const Point & position, const Point & size)
{
x = position.x;
y = position.y;
w = size.x;
h = size.y;
}
Rect(const SDL_Rect & r)
{
x = r.x;
y = r.y;
w = r.w;
h = r.h;
}
Rect(const Rect& r) : Rect(static_cast<const SDL_Rect&>(r))
{}
explicit Rect(const SDL_Surface * const &surf)
{
x = y = 0;
w = surf->w;
h = surf->h;
}
Rect centerIn(const Rect &r);
static Rect createCentered(int w, int h);
static Rect around(const Rect &r, int width = 1); //creates rect around another
bool isIn(int qx, int qy) const //determines if given point lies inside rect
{
if (qx > x && qx<x+w && qy>y && qy<y+h)
return true;
return false;
}
bool isIn(const Point & q) const //determines if given point lies inside rect
{
return isIn(q.x,q.y);
}
Point topLeft() const //top left corner of this rect
{
return Point(x,y);
}
Point topRight() const //top right corner of this rect
{
return Point(x+w,y);
}
Point bottomLeft() const //bottom left corner of this rect
{
return Point(x,y+h);
}
Point bottomRight() const //bottom right corner of this rect
{
return Point(x+w,y+h);
}
Rect operator+(const Rect &p) const //moves this rect by p's rect position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect operator+(const Point &p) const //moves this rect by p's point position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect& operator=(const Point &p) //assignment operator
{
x = p.x;
y = p.y;
return *this;
}
Rect& operator=(const Rect &p) //assignment operator
{
x = p.x;
y = p.y;
w = p.w;
h = p.h;
return *this;
}
Rect& operator+=(const Rect &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect& operator+=(const Point &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect& operator-=(const Rect &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
Rect& operator-=(const Point &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
template<typename T> Rect operator-(const T &t)
{
return Rect(x - t.x, y - t.y, w, h);
}
Rect operator&(const Rect &p) const //rect intersection
{
bool intersect = true;
if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
{
intersect = false;
}
else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
{
intersect = false;
}
else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
{
intersect = false;
}
else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
{
intersect = false;
}
if(intersect)
{
Rect ret;
ret.x = std::max(this->x, p.x);
ret.y = std::max(this->y, p.y);
Point bR; //bottomRight point of returned rect
bR.x = std::min(this->w+this->x, p.w+p.x);
bR.y = std::min(this->h+this->y, p.h+p.y);
ret.w = bR.x - ret.x;
ret.h = bR.y - ret.y;
return ret;
}
else
{
return Rect();
}
}
Rect operator|(const Rect &p) const //union of two rects
{
Rect ret;
ret.x = std::min(p.x, this->x);
ret.y = std::min(p.y, this->y);
int x2 = std::max(p.x+p.w, this->x+this->w);
int y2 = std::max(p.y+p.h, this->y+this->h);
ret.w = x2 -ret.x;
ret.h = y2 -ret.y;
return ret;
}
};