mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
74 lines
2.7 KiB
C++
74 lines
2.7 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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__ */
|