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- // SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
- // Copyright 2010, SIL International, All rights reserved.
- #include "inc/Position.h"
- #include <cmath>
- using namespace graphite2;
- bool Rect::hitTest(Rect &other)
- {
- if (bl.x > other.tr.x) return false;
- if (tr.x < other.bl.x) return false;
- if (bl.y > other.tr.y) return false;
- if (tr.y < other.bl.y) return false;
- return true;
- }
- Position Rect::overlap(Position &offset, Rect &other, Position &othero)
- {
- float ax = (bl.x + offset.x) - (other.tr.x + othero.x);
- float ay = (bl.y + offset.y) - (other.tr.y + othero.y);
- float bx = (other.bl.x + othero.x) - (tr.x + offset.x);
- float by = (other.bl.y + othero.y) - (tr.y + offset.y);
- return Position((ax > bx ? ax : bx), (ay > by ? ay : by));
- }
- float boundmin(float move, float lim1, float lim2, float &error)
- {
- // error is always positive for easy comparison
- if (move < lim1 && move < lim2)
- { error = 0.; return move; }
- else if (lim1 < lim2)
- { error = std::fabs(move - lim1); return lim1; }
- else
- { error = std::fabs(move - lim2); return lim2; }
- }
- #if 0
- Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox)
- {
- // a = max, i = min, s = sum, d = diff
- float eax, eay, eix, eiy, eas, eis, ead, eid;
- float beste = INF;
- Position res;
- // calculate the movements in each direction and the error (amount of remaining overlap)
- // first param is movement, second and third are movement over the constraining box
- float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax);
- float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay);
- float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix);
- float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy);
- float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas);
- float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis);
- float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead);
- float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid);
- if (eax < beste)
- { res = Position(ax, 0); beste = eax; }
- if (eay < beste)
- { res = Position(0, ay); beste = eay; }
- if (eix < beste)
- { res = Position(ix, 0); beste = eix; }
- if (eiy < beste)
- { res = Position(0, iy); beste = eiy; }
- if (SQRT2 * (eas) < beste)
- { res = Position(as, ad); beste = SQRT2 * (eas); }
- if (SQRT2 * (eis) < beste)
- { res = Position(is, is); beste = SQRT2 * (eis); }
- if (SQRT2 * (ead) < beste)
- { res = Position(ad, ad); beste = SQRT2 * (ead); }
- if (SQRT2 * (eid) < beste)
- { res = Position(id, id); beste = SQRT2 * (eid); }
- return res;
- }
- #endif
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