Magic_Game/core/Common/Rect.cpp

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#include "..\e2dutil.h"
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e2d::Rect::Rect(void)
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: origin()
, size()
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{
}
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e2d::Rect::Rect(float x, float y, float width, float height)
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: origin(x, y)
, size(width, height)
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{
}
e2d::Rect::Rect(const Point& pos, const Size& size)
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: origin(pos.x, pos.y)
, size(size.width, size.height)
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{
}
e2d::Rect::Rect(const Rect& other)
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: origin(other.origin.x, other.origin.y)
, size(other.size.width, other.size.height)
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{
}
e2d::Rect& e2d::Rect::operator= (const Rect& other)
{
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origin = other.origin;
size = other.size;
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return *this;
}
bool e2d::Rect::operator==(const Rect & rect) const
{
return (origin == rect.origin) && (size == rect.size);
}
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bool e2d::Rect::ContainsPoint(const Point& point) const
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{
if (point.x >= origin.x && point.x <= (origin.y + size.height)
&& point.y >= origin.y && point.y <= (origin.y + size.height))
{
return true;
}
return false;
}
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bool e2d::Rect::Intersects(const Rect& rect) const
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{
return !((origin.x + size.width) < rect.origin.x ||
(rect.origin.x + rect.size.width) < origin.x ||
(origin.y + size.height) < rect.origin.y ||
(rect.origin.y + rect.size.height) < origin.y);
}