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// 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.
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# pragma once
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# include "../math/vector.hpp"
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# include <d2d1.h>
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namespace easy2d
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{
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// <20> <> <EFBFBD> <EFBFBD>
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//
// Usage:
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// <20> <> ʾ һ <CABE> <D2BB> <EFBFBD> <EFBFBD> ά<EFBFBD> ռ <EFBFBD> <D5BC> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : Point origin(0, 0);
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> : float distance = p1.Distance(p2);
// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Ӽ<EFBFBD> : Point p = Point(10, 10) + Point(20, 20); // p <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> (30, 30)
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//
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class Point
: public math : : Vector2
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{
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public :
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Point ( ) { }
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Point ( float x , float y ) : math : : Vector2 ( x , y ) { }
Point ( Point const & other ) : math : : Vector2 ( other . x , other . y ) { }
inline float Distance ( Point const & v )
{
return Point ( x - v . x , y - v . y ) . Length ( ) ;
}
inline const Point operator + ( const Point & other ) const
{
return Point ( x + other . x , y + other . y ) ;
}
inline const Point operator - ( const Point & other ) const
{
return Point ( x - other . x , y - other . y ) ;
}
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inline const Point operator * ( float val ) const
{
return Point ( x * val , y * val ) ;
}
inline const Point operator / ( float val ) const
{
return Point ( x / val , y / val ) ;
}
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inline const Point operator - ( ) const
{
return Point ( - x , - y ) ;
}
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inline bool operator = = ( const Point & other ) const
{
return ( x = = other . x ) & & ( y = = other . y ) ;
}
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inline operator D2D1_POINT_2F ( ) const
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{
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return D2D1_POINT_2F { x , y } ;
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}
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} ;
}