123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132 |
- /*************************************************************************/
- /* vector2i.hpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef GODOT_VECTOR2I_HPP
- #define GODOT_VECTOR2I_HPP
- #include <godot_cpp/core/math.hpp>
- #include <godot_cpp/variant/string.hpp>
- #include <godot_cpp/variant/vector2.hpp>
- namespace godot {
- class Vector2i {
- public:
- _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
- enum Axis {
- AXIS_X,
- AXIS_Y,
- };
- union {
- int32_t x = 0;
- int32_t width;
- };
- union {
- int32_t y = 0;
- int32_t height;
- };
- inline int32_t &operator[](int p_idx) {
- return p_idx ? y : x;
- }
- inline const int32_t &operator[](int p_idx) const {
- return p_idx ? y : x;
- }
- Vector2i operator+(const Vector2i &p_v) const;
- void operator+=(const Vector2i &p_v);
- Vector2i operator-(const Vector2i &p_v) const;
- void operator-=(const Vector2i &p_v);
- Vector2i operator*(const Vector2i &p_v1) const;
- Vector2i operator*(const int32_t &rvalue) const;
- void operator*=(const int32_t &rvalue);
- Vector2i operator/(const Vector2i &p_v1) const;
- Vector2i operator/(const int32_t &rvalue) const;
- void operator/=(const int32_t &rvalue);
- Vector2i operator%(const Vector2i &p_v1) const;
- Vector2i operator%(const int32_t &rvalue) const;
- void operator%=(const int32_t &rvalue);
- Vector2i operator-() const;
- bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
- bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
- bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
- bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
- bool operator==(const Vector2i &p_vec2) const;
- bool operator!=(const Vector2i &p_vec2) const;
- real_t aspect() const { return width / (real_t)height; }
- Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
- Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
- operator String() const;
- operator Vector2() const { return Vector2(x, y); }
- inline Vector2i() {}
- inline Vector2i(const Vector2 &p_vec2) {
- x = (int32_t)p_vec2.x;
- y = (int32_t)p_vec2.y;
- }
- inline Vector2i(int32_t p_x, int32_t p_y) {
- x = p_x;
- y = p_y;
- }
- };
- inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
- return p_vector * p_scalar;
- }
- inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
- return p_vector * p_scalar;
- }
- inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
- return p_vector * p_scalar;
- }
- inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
- return p_vector * p_scalar;
- }
- typedef Vector2i Size2i;
- typedef Vector2i Point2i;
- } // namespace godot
- #endif // GODOT_VECTOR2I_HPP
|