Magic_Game/core/base/Rect.hpp

107 lines
2.9 KiB
C++

// 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 "BaseTypes.h"
#include <d2d1.h>
namespace easy2d
{
// 矩形
//
// Usage:
// 表示一个二维矩形: Rect rect = Rect(10, 20, 30, 40); // 左上角坐标为 (10, 20), 宽为 30, 高为 40
// 矩形可以通过 Point + Size 定义, Point 表示矩形左上角坐标, Size 表示矩形宽高
// 判断一个点是否在矩形内: bool contains = rect.ContainsPoint(p);
// 判断两矩形是否相交: bool intersects = rect1.Intersects(rect2);
//
class Rect
{
public:
Point origin; // 左上角坐标
Size size; // 宽度和高度
public:
Rect() {}
Rect(
float x,
float y,
float width,
float height
)
: origin(x, y)
, size(width, height)
{}
Rect(
const Point& pos,
const Size& size
)
: origin(pos.x, pos.y)
, size(size.width, size.height)
{}
Rect(
const Rect& other
)
: origin(other.origin.x, other.origin.y)
, size(other.size.width, other.size.height)
{}
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);
}
// 判断点是否在矩形内
inline bool ContainsPoint(
const Point& point
) const
{
return point.x >= origin.x && point.x <= (origin.y + size.height) &&
point.y >= origin.y && point.y <= (origin.y + size.height);
}
// 判断两矩形是否相交
inline bool Intersects(
const Rect& rect
) const
{
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);
}
inline operator D2D1_RECT_F () const
{
return D2D1_RECT_F{ origin.x, origin.y, origin.x + size.width, origin.y + size.height };
}
};
}