mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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274 lines
5.4 KiB
C++
274 lines
5.4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef IDRECTANGLE_H_
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#define IDRECTANGLE_H_
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//
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// simple rectangle
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//
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extern void RotateVector( idVec3& v, idVec3 origin, float a, float c, float s );
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class idRectangle
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{
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public:
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float x; // horiz position
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float y; // vert position
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float w; // width
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float h; // height;
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idRectangle()
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{
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x = y = w = h = 0.0;
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}
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idRectangle( float ix, float iy, float iw, float ih )
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{
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x = ix;
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y = iy;
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w = iw;
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h = ih;
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}
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float Bottom() const
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{
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return y + h;
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}
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float Right() const
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{
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return x + w;
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}
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void Offset( float x, float y )
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{
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this->x += x;
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this->y += y;
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}
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bool Contains( float xt, float yt )
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{
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if( w == 0.0 && h == 0.0 )
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{
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return false;
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}
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if( xt >= x && xt <= Right() && yt >= y && yt <= Bottom() )
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{
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return true;
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}
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return false;
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}
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void Empty()
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{
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x = y = w = h = 0.0;
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};
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void ClipAgainst( idRectangle r, bool sizeOnly )
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{
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if( !sizeOnly )
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{
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if( x < r.x )
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{
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w -= r.x - x;
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x = r.x;
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}
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if( y < r.y )
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{
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h -= r.y - y;
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y = r.y;
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}
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}
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if( x + w > r.x + r.w )
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{
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w = ( r.x + r.w ) - x;
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}
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if( y + h > r.y + r.h )
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{
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h = ( r.y + r.h ) - y;
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}
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}
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void Rotate( float a, idRectangle& out )
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{
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idVec3 p1, p2, p3, p4, p5;
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float c, s;
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idVec3 center;
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center.Set( ( x + w ) / 2.0, ( y + h ) / 2.0, 0 );
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p1.Set( x, y, 0 );
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p2.Set( Right(), y, 0 );
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p4.Set( x, Bottom(), 0 );
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if( a )
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{
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s = sin( DEG2RAD( a ) );
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c = cos( DEG2RAD( a ) );
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}
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else
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{
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s = c = 0;
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}
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RotateVector( p1, center, a, c, s );
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RotateVector( p2, center, a, c, s );
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RotateVector( p4, center, a, c, s );
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out.x = p1.x;
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out.y = p1.y;
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out.w = ( p2 - p1 ).Length();
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out.h = ( p4 - p1 ).Length();
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}
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idRectangle& operator+=( const idRectangle& a );
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idRectangle& operator-=( const idRectangle& a );
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idRectangle& operator/=( const idRectangle& a );
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idRectangle& operator/=( const float a );
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idRectangle& operator*=( const float a );
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idRectangle& operator=( const idVec4 v );
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int operator==( const idRectangle& a ) const;
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float& operator[]( const int index );
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char* String() const;
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const idVec4& ToVec4() const;
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};
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ID_INLINE const idVec4& idRectangle::ToVec4() const
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{
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return *reinterpret_cast<const idVec4*>( &x );
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}
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ID_INLINE idRectangle& idRectangle::operator+=( const idRectangle& a )
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{
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x += a.x;
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y += a.y;
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w += a.w;
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h += a.h;
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return *this;
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}
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ID_INLINE idRectangle& idRectangle::operator/=( const idRectangle& a )
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{
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x /= a.x;
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y /= a.y;
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w /= a.w;
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h /= a.h;
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return *this;
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}
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ID_INLINE idRectangle& idRectangle::operator/=( const float a )
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{
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float inva = 1.0f / a;
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x *= inva;
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y *= inva;
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w *= inva;
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h *= inva;
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return *this;
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}
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ID_INLINE idRectangle& idRectangle::operator-=( const idRectangle& a )
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{
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x -= a.x;
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y -= a.y;
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w -= a.w;
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h -= a.h;
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return *this;
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}
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ID_INLINE idRectangle& idRectangle::operator*=( const float a )
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{
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x *= a;
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y *= a;
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w *= a;
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h *= a;
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return *this;
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}
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ID_INLINE idRectangle& idRectangle::operator=( const idVec4 v )
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{
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x = v.x;
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y = v.y;
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w = v.z;
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h = v.w;
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return *this;
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}
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ID_INLINE int idRectangle::operator==( const idRectangle& a ) const
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{
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return ( x == a.x && y == a.y && w == a.w && a.h );
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}
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ID_INLINE float& idRectangle::operator[]( int index )
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{
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return ( &x )[ index ];
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}
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class idRegion
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{
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public:
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idRegion() { };
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void Empty()
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{
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rects.Clear();
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}
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bool Contains( float xt, float yt )
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{
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int c = rects.Num();
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for( int i = 0; i < c; i++ )
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{
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if( rects[i].Contains( xt, yt ) )
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{
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return true;
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}
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}
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return false;
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}
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void AddRect( float x, float y, float w, float h )
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{
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rects.Append( idRectangle( x, y, w, h ) );
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}
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int GetRectCount()
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{
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return rects.Num();
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}
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idRectangle* GetRect( int index )
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{
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if( index >= 0 && index < rects.Num() )
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{
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return &rects[index];
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}
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return NULL;
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}
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protected:
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idList<idRectangle, TAG_OLD_UI> rects;
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};
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#endif
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