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74 lines
2.7 KiB
C++
74 lines
2.7 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 __SCREENRECT_H__
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#define __SCREENRECT_H__
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/*
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================================================================================================
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idScreenRect
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idScreenRect gets carried around with each drawSurf, so it makes sense
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to keep it compact, instead of just using the idBounds class
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================================================================================================
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*/
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class idScreenRect {
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public:
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// Inclusive pixel bounds inside viewport
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short x1;
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short y1;
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short x2;
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short y2;
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// for depth bounds test
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float zmin;
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float zmax;
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// clear to backwards values
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void Clear();
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bool IsEmpty() const;
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short GetWidth() const { return x2 - x1 + 1; }
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short GetHeight() const { return y2 - y1 + 1; }
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int GetArea() const { return ( x2 - x1 + 1 ) * ( y2 - y1 + 1 ); }
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// expand by one pixel each way to fix roundoffs
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void Expand();
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// adds a point
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void AddPoint( float x, float y );
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void Intersect( const idScreenRect &rect );
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void Union( const idScreenRect &rect );
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bool Equals( const idScreenRect &rect ) const;
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};
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void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex );
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#endif /* !__SCREENRECT_H__ */
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