//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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 _VECTOR2D_H #define _VECTOR2D_H #ifndef _VECTOR_H_ #include "vector.h" #endif //------------------------------------------------------------------------------------- // Adds accessors for using vector as a 2d structure // Vector2d class inheriting from vector //------------------------------------------------------------------------------------- template class Vector2d : public Vector { protected: U32 mWidth; U32 mHeight; using Vector::mArray; using Vector::mElementCount; using Vector::mArraySize; using Vector::reserve; public: Vector2d( const U32 initialWidth = 0, const U32 initialHeight = 0 ) { mArray = 0; mElementCount = 0; mArraySize = 0; mWidth = initialWidth; mHeight = initialHeight; if(initialWidth && initialHeight) reserve( initialWidth * initialHeight ); } //--------------------------------------------------------- U32 width() { return mWidth; } //--------------------------------------------------------- U32 height() { return mHeight; } //--------------------------------------------------------- bool resize( const U32 width, const U32 height ) { reserve( width * height ); mWidth = width; mHeight = height; return true; } //--------------------------------------------------------- T& get( const U32 indexX, const U32 indexY ) { U32 index = ( indexY * mWidth ) + indexX; return mArray[index]; } //--------------------------------------------------------- T& get( const Vector2 v ) { U32 index = ( v.mY * mWidth ) + v.mX; return mArray[index]; } }; #endif