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https://github.com/ZDoom/zdoom-macos-deps.git
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161 lines
4.1 KiB
C++
161 lines
4.1 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>::Vector2() :
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x(0),
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y(0)
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{
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>::Vector2(T X, T Y) :
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x(X),
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y(Y)
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{
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector2<T>::Vector2(const Vector2<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y))
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{
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator -(const Vector2<T>& right)
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{
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return Vector2<T>(-right.x, -right.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>& operator +=(Vector2<T>& left, const Vector2<T>& right)
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{
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left.x += right.x;
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left.y += right.y;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>& operator -=(Vector2<T>& left, const Vector2<T>& right)
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{
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left.x -= right.x;
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left.y -= right.y;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator +(const Vector2<T>& left, const Vector2<T>& right)
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{
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return Vector2<T>(left.x + right.x, left.y + right.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator -(const Vector2<T>& left, const Vector2<T>& right)
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{
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return Vector2<T>(left.x - right.x, left.y - right.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator *(const Vector2<T>& left, T right)
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{
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return Vector2<T>(left.x * right, left.y * right);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator *(T left, const Vector2<T>& right)
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{
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return Vector2<T>(right.x * left, right.y * left);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>& operator *=(Vector2<T>& left, T right)
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{
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left.x *= right;
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left.y *= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T> operator /(const Vector2<T>& left, T right)
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{
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return Vector2<T>(left.x / right, left.y / right);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector2<T>& operator /=(Vector2<T>& left, T right)
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{
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left.x /= right;
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left.y /= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator ==(const Vector2<T>& left, const Vector2<T>& right)
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{
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return (left.x == right.x) && (left.y == right.y);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator !=(const Vector2<T>& left, const Vector2<T>& right)
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{
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return (left.x != right.x) || (left.y != right.y);
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}
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