Magic_Game/src/math/Rect.hpp

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2018-11-25 15:00:15 +08:00
// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "vector.hpp"
#include <d2d1.h>
namespace easy2d
{
namespace math
{
//
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// <20><><EFBFBD><EFBFBD>
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//
class Rect
{
public:
Vector2 origin; // <20><><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD>
Vector2 size; // <20><><EFBFBD>Ⱥ͸߶<CDB8>
public:
Rect() {}
Rect(
float x,
float y,
float width,
float height
)
: origin(x, y)
, size(width, height)
{}
Rect(
const Vector2& pos,
const Vector2& size
)
: origin(pos.x, pos.y)
, size(size.x, size.y)
{}
Rect(
const Rect& other
)
: origin(other.origin.x, other.origin.y)
, size(other.size.x, other.size.y)
{}
Rect(
const D2D1_RECT_F& other
)
: origin(other.left, other.top)
, size(other.right - other.left, other.bottom - other.top)
{}
Rect& operator= (const Rect& other)
{
origin = other.origin;
size = other.size;
return *this;
}
inline bool operator== (const Rect& rect) const
{
return (origin == rect.origin) && (size == rect.size);
}
inline Vector2 GetCenter() const { return Vector2{ origin.x + size.x / 2, origin.y + size.y / 2 }; }
inline Vector2 GetLeftTop() const { return origin; }
inline Vector2 GetRightBottom() const { return Vector2{ GetRight(), GetBottom() }; }
inline Vector2 GetRightTop() const { return Vector2{ GetRight(), GetTop() }; }
inline Vector2 GetLeftBottom() const { return Vector2{ GetLeft(), GetBottom() }; }
inline float GetLeft() const { return origin.x; }
inline float GetTop() const { return origin.y; }
inline float GetRight() const { return origin.x + size.x; }
inline float GetBottom() const { return origin.y + size.y; }
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ھ<EFBFBD><DABE><EFBFBD><EFBFBD><EFBFBD>
inline bool ContainsPoint(const Vector2& point) const
{
return point.x >= origin.x && point.x <= (origin.y + size.y) &&
point.y >= origin.y && point.y <= (origin.y + size.y);
}
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
inline bool Intersects(const Rect& rect) const
{
return !((origin.x + size.x) < rect.origin.x ||
(rect.origin.x + rect.size.x) < origin.x ||
(origin.y + size.y) < rect.origin.y ||
(rect.origin.y + rect.size.y) < origin.y);
}
inline operator D2D1_RECT_F () const
{
return D2D1_RECT_F{ origin.x, origin.y, origin.x + size.x, origin.y + size.y };
}
};
}
}