Source code
Revision control
Copy as Markdown
Other Tools
/* GRAPHITE2 LICENSING
Copyright 2010, SIL International
All rights reserved.
This library is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published
by the Free Software Foundation; either version 2.1 of License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should also have received a copy of the GNU Lesser General Public
License along with this library in the file named "LICENSE".
If not, write to the Free Software Foundation, 51 Franklin Street,
Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
Alternatively, the contents of this file may be used under the terms of the
License, as published by the Free Software Foundation, either version 2
of the License or (at your option) any later version.
*/
#pragma once
namespace graphite2 {
class Position
{
public:
Position() : x(0), y(0) { }
Position(const float inx, const float iny) : x(inx), y(iny) {}
Position operator + (const Position& a) const { return Position(x + a.x, y + a.y); }
Position operator - (const Position& a) const { return Position(x - a.x, y - a.y); }
Position operator * (const float m) const { return Position(x * m, y * m); }
Position &operator += (const Position &a) { x += a.x; y += a.y; return *this; }
Position &operator *= (const float m) { x *= m; y *= m; return *this; }
float x;
float y;
};
class Rect
{
public :
Rect() {}
Rect(const Position& botLeft, const Position& topRight): bl(botLeft), tr(topRight) {}
Rect widen(const Rect& other) { return Rect(Position(bl.x > other.bl.x ? other.bl.x : bl.x, bl.y > other.bl.y ? other.bl.y : bl.y), Position(tr.x > other.tr.x ? tr.x : other.tr.x, tr.y > other.tr.y ? tr.y : other.tr.y)); }
Rect operator + (const Position &a) const { return Rect(Position(bl.x + a.x, bl.y + a.y), Position(tr.x + a.x, tr.y + a.y)); }
Rect operator - (const Position &a) const { return Rect(Position(bl.x - a.x, bl.y - a.y), Position(tr.x - a.x, tr.y - a.y)); }
Rect operator * (float m) const { return Rect(Position(bl.x, bl.y) * m, Position(tr.x, tr.y) * m); }
float width() const { return tr.x - bl.x; }
float height() const { return tr.y - bl.y; }
bool hitTest(Rect &other);
// returns Position(overlapx, overlapy) where overlap<0 if overlapping else positive)
Position overlap(Position &offset, Rect &other, Position &otherOffset);
//Position constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox);
Position bl;
Position tr;
};
} // namespace graphite2