mirror of
https://github.com/vcmi/vcmi.git
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156aa6e4d9
* Renamed color constants * Renamed class AdventureMapButton to CAdventureMapButton * Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses * Moved new creature window from GuiClasses to CCreatureWindow
262 lines
5.1 KiB
C++
262 lines
5.1 KiB
C++
#pragma once
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#include <SDL_video.h>
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#include <SDL_events.h>
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#include "../../lib/int3.h"
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/*
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* Geometries.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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// A point with x/y coordinate, used mostly for graphic rendering
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struct Point
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{
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int x, y;
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//constructors
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Point()
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{
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x = y = 0;
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};
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Point(int X, int Y)
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:x(X),y(Y)
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{};
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Point(const int3 &a)
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:x(a.x),y(a.y)
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{}
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Point(const SDL_MouseMotionEvent &a)
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:x(a.x),y(a.y)
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{}
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template<typename T>
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Point operator+(const T &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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template<typename T>
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Point operator*(const T &mul) const
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{
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return Point(x*mul, y*mul);
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}
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template<typename T>
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Point& operator+=(const T &b)
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{
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x += b.x;
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y += b.y;
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return *this;
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}
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template<typename T>
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Point operator-(const T &b) const
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{
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return Point(x - b.x, y - b.y);
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}
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template<typename T>
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Point& operator-=(const T &b)
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{
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x -= b.x;
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y -= b.y;
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return *this;
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}
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bool operator<(const Point &b) const //product order
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{
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return x < b.x && y < b.y;
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}
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template<typename T> Point& operator=(const T &t)
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{
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x = t.x;
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y = t.y;
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return *this;
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}
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template<typename T> bool operator==(const T &t) const
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{
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return x == t.x && y == t.y;
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}
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template<typename T> bool operator!=(const T &t) const
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{
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return !(*this == t);
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}
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};
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/// Rectangle class, which have a position and a size
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struct Rect : public SDL_Rect
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{
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Rect()//default c-tor
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{
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x = y = w = h = -1;
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}
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Rect(int X, int Y, int W, int H) //c-tor
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{
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x = X;
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y = Y;
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w = W;
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h = H;
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}
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Rect(const Point & position, const Point & size) //c-tor
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{
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x = position.x;
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y = position.y;
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w = size.x;
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h = size.y;
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}
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Rect(const SDL_Rect & r) //c-tor
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{
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x = r.x;
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y = r.y;
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w = r.w;
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h = r.h;
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}
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explicit Rect(const SDL_Surface * const &surf)
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{
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x = y = 0;
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w = surf->w;
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h = surf->h;
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}
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Rect centerIn(const Rect &r);
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static Rect createCentered(int w, int h);
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static Rect around(const Rect &r, int width = 1); //creates rect around another
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bool isIn(int qx, int qy) const //determines if given point lies inside rect
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{
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if (qx > x && qx<x+w && qy>y && qy<y+h)
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return true;
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return false;
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}
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bool isIn(const Point & q) const //determines if given point lies inside rect
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{
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return isIn(q.x,q.y);
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}
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Point topLeft() const //top left corner of this rect
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{
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return Point(x,y);
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}
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Point topRight() const //top right corner of this rect
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{
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return Point(x+w,y);
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}
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Point bottomLeft() const //bottom left corner of this rect
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{
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return Point(x,y+h);
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}
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Point bottomRight() const //bottom right corner of this rect
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{
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return Point(x+w,y+h);
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}
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Rect operator+(const Rect &p) const //moves this rect by p's rect position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect operator+(const Point &p) const //moves this rect by p's point position
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect& operator=(const Point &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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return *this;
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}
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Rect& operator=(const Rect &p) //assignment operator
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{
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x = p.x;
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y = p.y;
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w = p.w;
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h = p.h;
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return *this;
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}
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Rect& operator+=(const Rect &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect& operator+=(const Point &p) //works as operator+
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect& operator-=(const Rect &p) //works as operator+
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{
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x -= p.x;
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y -= p.y;
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return *this;
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}
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Rect& operator-=(const Point &p) //works as operator+
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{
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x -= p.x;
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y -= p.y;
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return *this;
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}
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template<typename T> Rect operator-(const T &t)
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{
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return Rect(x - t.x, y - t.y, w, h);
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}
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Rect operator&(const Rect &p) const //rect intersection
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{
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bool intersect = true;
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if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
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{
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intersect = false;
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}
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else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
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{
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intersect = false;
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}
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else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
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{
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intersect = false;
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}
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else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
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{
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intersect = false;
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}
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if(intersect)
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{
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Rect ret;
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ret.x = std::max(this->x, p.x);
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ret.y = std::max(this->y, p.y);
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Point bR; //bottomRight point of returned rect
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bR.x = std::min(this->w+this->x, p.w+p.x);
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bR.y = std::min(this->h+this->y, p.h+p.y);
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ret.w = bR.x - ret.x;
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ret.h = bR.y - ret.y;
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return ret;
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}
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else
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{
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return Rect();
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}
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}
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Rect operator|(const Rect &p) const //union of two rects
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{
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Rect ret;
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ret.x = std::min(p.x, this->x);
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ret.y = std::min(p.y, this->y);
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int x2 = std::max(p.x+p.w, this->x+this->w);
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int y2 = std::max(p.y+p.h, this->y+this->h);
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ret.w = x2 -ret.x;
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ret.h = y2 -ret.y;
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return ret;
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}
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}; |