rect2i.hpp 7.0 KB

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  1. /*************************************************************************/
  2. /* rect2i.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_RECT2I_HPP
  31. #define GODOT_RECT2I_HPP
  32. #include <godot_cpp/classes/global_constants.hpp>
  33. #include <godot_cpp/core/math.hpp>
  34. #include <godot_cpp/variant/vector2i.hpp>
  35. namespace godot {
  36. class String;
  37. struct Rect2;
  38. struct _NO_DISCARD_ Rect2i {
  39. Point2i position;
  40. Size2i size;
  41. const Point2i &get_position() const { return position; }
  42. void set_position(const Point2i &p_position) { position = p_position; }
  43. const Size2i &get_size() const { return size; }
  44. void set_size(const Size2i &p_size) { size = p_size; }
  45. int get_area() const { return size.width * size.height; }
  46. inline bool intersects(const Rect2i &p_rect) const {
  47. if (position.x > (p_rect.position.x + p_rect.size.width)) {
  48. return false;
  49. }
  50. if ((position.x + size.width) < p_rect.position.x) {
  51. return false;
  52. }
  53. if (position.y > (p_rect.position.y + p_rect.size.height)) {
  54. return false;
  55. }
  56. if ((position.y + size.height) < p_rect.position.y) {
  57. return false;
  58. }
  59. return true;
  60. }
  61. inline bool encloses(const Rect2i &p_rect) const {
  62. return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
  63. ((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
  64. ((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
  65. }
  66. inline bool has_no_area() const {
  67. return (size.x <= 0 || size.y <= 0);
  68. }
  69. // Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
  70. inline Rect2i intersection(const Rect2i &p_rect) const {
  71. Rect2i new_rect = p_rect;
  72. if (!intersects(new_rect)) {
  73. return Rect2i();
  74. }
  75. new_rect.position.x = Math::max(p_rect.position.x, position.x);
  76. new_rect.position.y = Math::max(p_rect.position.y, position.y);
  77. Point2i p_rect_end = p_rect.position + p_rect.size;
  78. Point2i end = position + size;
  79. new_rect.size.x = (int)(Math::min(p_rect_end.x, end.x) - new_rect.position.x);
  80. new_rect.size.y = (int)(Math::min(p_rect_end.y, end.y) - new_rect.position.y);
  81. return new_rect;
  82. }
  83. inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
  84. Rect2i new_rect;
  85. new_rect.position.x = Math::min(p_rect.position.x, position.x);
  86. new_rect.position.y = Math::min(p_rect.position.y, position.y);
  87. new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
  88. new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
  89. new_rect.size = new_rect.size - new_rect.position; // make relative again
  90. return new_rect;
  91. }
  92. bool has_point(const Point2i &p_point) const {
  93. if (p_point.x < position.x) {
  94. return false;
  95. }
  96. if (p_point.y < position.y) {
  97. return false;
  98. }
  99. if (p_point.x >= (position.x + size.x)) {
  100. return false;
  101. }
  102. if (p_point.y >= (position.y + size.y)) {
  103. return false;
  104. }
  105. return true;
  106. }
  107. bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
  108. bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
  109. Rect2i grow(int p_amount) const {
  110. Rect2i g = *this;
  111. g.position.x -= p_amount;
  112. g.position.y -= p_amount;
  113. g.size.width += p_amount * 2;
  114. g.size.height += p_amount * 2;
  115. return g;
  116. }
  117. inline Rect2i grow_side(Side p_side, int p_amount) const {
  118. Rect2i g = *this;
  119. g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
  120. (SIDE_TOP == p_side) ? p_amount : 0,
  121. (SIDE_RIGHT == p_side) ? p_amount : 0,
  122. (SIDE_BOTTOM == p_side) ? p_amount : 0);
  123. return g;
  124. }
  125. inline Rect2i grow_side_bind(uint32_t p_side, int p_amount) const {
  126. return grow_side(Side(p_side), p_amount);
  127. }
  128. inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
  129. Rect2i g = *this;
  130. g.position.x -= p_left;
  131. g.position.y -= p_top;
  132. g.size.width += p_left + p_right;
  133. g.size.height += p_top + p_bottom;
  134. return g;
  135. }
  136. inline Rect2i expand(const Vector2i &p_vector) const {
  137. Rect2i r = *this;
  138. r.expand_to(p_vector);
  139. return r;
  140. }
  141. inline void expand_to(const Point2i &p_vector) {
  142. Point2i begin = position;
  143. Point2i end = position + size;
  144. if (p_vector.x < begin.x) {
  145. begin.x = p_vector.x;
  146. }
  147. if (p_vector.y < begin.y) {
  148. begin.y = p_vector.y;
  149. }
  150. if (p_vector.x > end.x) {
  151. end.x = p_vector.x;
  152. }
  153. if (p_vector.y > end.y) {
  154. end.y = p_vector.y;
  155. }
  156. position = begin;
  157. size = end - begin;
  158. }
  159. inline Rect2i abs() const {
  160. return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
  161. }
  162. inline void set_end(const Vector2i &p_end) {
  163. size = p_end - position;
  164. }
  165. inline Vector2i get_end() const {
  166. return position + size;
  167. }
  168. operator String() const;
  169. operator Rect2() const;
  170. Rect2i() {}
  171. Rect2i(int p_x, int p_y, int p_width, int p_height) :
  172. position(Point2i(p_x, p_y)),
  173. size(Size2i(p_width, p_height)) {
  174. }
  175. Rect2i(const Point2i &p_pos, const Size2i &p_size) :
  176. position(p_pos),
  177. size(p_size) {
  178. }
  179. };
  180. } // namespace godot
  181. #endif // GODOT_RECT2I_HPP