/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __SCREENRECT_H__ #define __SCREENRECT_H__ /* ================================================================================================ idScreenRect idScreenRect gets carried around with each drawSurf, so it makes sense to keep it compact, instead of just using the idBounds class ================================================================================================ */ class idScreenRect { public: // Inclusive pixel bounds inside viewport short x1; short y1; short x2; short y2; // for depth bounds test float zmin; float zmax; // clear to backwards values void Clear(); bool IsEmpty() const; short GetWidth() const { return x2 - x1 + 1; } short GetHeight() const { return y2 - y1 + 1; } int GetArea() const { return ( x2 - x1 + 1 ) * ( y2 - y1 + 1 ); } // expand by one pixel each way to fix roundoffs void Expand(); // adds a point void AddPoint( float x, float y ); void Intersect( const idScreenRect& rect ); void Union( const idScreenRect& rect ); bool Equals( const idScreenRect& rect ) const; }; void R_ShowColoredScreenRect( const idScreenRect& rect, int colorIndex ); #endif /* !__SCREENRECT_H__ */