q3rally/engine/code/SDL2/include-2.0.22/SDL_rect.h

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ioquake3 resync to commit 4610a240 from bc8737d7 Upgrade to build and run from VS2019 Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Updated SDL2 include files to fix Mac build in GitHub Actions Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Merge branch 'main' into xcode Merge branch 'main' into vs2019 Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode Removed signature from SDL dylib, enabled dark mode on macOS. spaces > tabs Ad-hoc signed libSDL2-2.0.0.dylib Fix compiling against SDL 2.0.17 UB2 now signs and notarizes, upgraded to SDL 2.0.16 Architectures in libSDL2 restored for ppc and i386 Merge remote-tracking branch 'upstream/main' into vs2019 Update SDL2 to 2.0.16 Added rudimentary support for automatically finding Microsoft Store version of Quake 3 GHA deprecated Ubuntu 16.04 - update to 18.04 qsort cannot be called with NULL Merge remote-tracking branch 'upstream/main' into vs2019 Addressed string concatenation issue and added dummy method for Mac/Linux Added missing variable. Merge remote-tracking branch 'upstream/main' into xcode Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions Addressed PR suggestions Modified MS Store path handling to better follow the pattern of Steam/GOG Merge pull request #481 from tomkidd/xcode Merge pull request #482 from tomkidd/vs2019 OpenGL2: Fix r_grayscale 1 making everything solid black Print full GL_EXTENSIONS list for OpenGL contexts before 3.0 Fix being unable to enter Team Arena CD key OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core Improve setting Microsoft Store path Update building for macOS in README Make macOS arm64 default to target macOS 11 in Makefile Fix error when cross-compiling for macOS arm64 using Makefile Fix passing arguments to VM dylib on Apple M1 Fix compiling on older macOS Fix memory corruption in S_TransferPaintBuffer Fix memset Fix hex digit Fix uninitialized variable some old URL and doc updates Update README.md Update FUNDING.yml code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler Revert "code/curl: update ifdef condition for MCST-LCC compiler" Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option" More predictable mesh normals generation vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019) Add keys for SDL 2.0.14's new gamepad buttons Fix in_availableJoysticks cvar not updating Fix (disabled) Wavelet sound decompression Update to SDL 2.24.0 and add separate macOS UB2 dylib Update macOS UB1 to SDL 2.0.22 Fix running make-macosx{,-ub2}.sh on Linux Update MSVC .lib files to SDL 2.24.0
2023-03-03 04:26:22 +00:00
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_rect.h
*
* Header file for SDL_rect definition and management functions.
*/
#ifndef SDL_rect_h_
#define SDL_rect_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
int x;
int y;
} SDL_Point;
/**
* The structure that defines a point (floating point)
*
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
float x;
float y;
} SDL_FPoint;
/**
* A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* A rectangle, with the origin at the upper left (floating point).
*
* \sa SDL_FRectEmpty
* \sa SDL_FRectEquals
* \sa SDL_FRectEqualsEpsilon
* \sa SDL_HasIntersectionF
* \sa SDL_IntersectFRect
* \sa SDL_IntersectFRectAndLine
* \sa SDL_UnionFRect
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
float x;
float y;
float w;
float h;
} SDL_FRect;
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Determine whether two rectangles intersect.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* Calculate the intersection of two rectangles.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasIntersection
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate the union of two rectangles.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate a minimal rectangle enclosing a set of points.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_Point structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_Rect used for clipping or NULL to enclose all points
* \param result an SDL_Rect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
/**
* Calculate the intersection of a rectangle and line segment.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_Rect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* SDL_FRect versions... */
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, within some given epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
{
return (a && b && ((a == b) ||
((SDL_fabs(a->x - b->x) <= epsilon) &&
(SDL_fabs(a->y - b->y) <= epsilon) &&
(SDL_fabs(a->w - b->w) <= epsilon) &&
(SDL_fabs(a->h - b->h) <= epsilon))))
? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, using a default epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
{
return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
}
/**
* Determine whether two rectangles intersect with float precision.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
const SDL_FRect * B);
/**
* Calculate the intersection of two rectangles with float precision.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_HasIntersectionF
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate the union of two rectangles with float precision.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate a minimal rectangle enclosing a set of points with float
* precision.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_FPoint structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_FRect used for clipping or NULL to enclose all points
* \param result an SDL_FRect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
int count,
const SDL_FRect * clip,
SDL_FRect * result);
/**
* Calculate the intersection of a rectangle and line segment with float
* precision.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_FRect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
rect, float *X1,
float *Y1, float *X2,
float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_rect_h_ */
/* vi: set ts=4 sw=4 expandtab: */