// 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 namespace easy2d { namespace math { // 矩形 struct Rect { Vector2 origin; // 左上角坐标 Vector2 size; // 宽度和高度 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; } inline bool IsEmpty() const { return origin.IsOrigin() && size.IsOrigin(); } // 判断点是否在矩形内 inline bool ContainsPoint(const Vector2& point) const { return point.x >= origin.x && point.x <= (origin.x + size.x) && point.y >= origin.y && point.y <= (origin.y + size.y); } // 判断两矩形是否相交 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 }; } }; } }