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70 lines
1.3 KiB
C
70 lines
1.3 KiB
C
#pragma once
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#include <cmath>
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struct Point {
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Point() {}
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Point(float x_, float y_) : x(x_), y(y_) {}
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float x;
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float y;
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float distanceTo(const Point &other) const {
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float dx = other.x - x, dy = other.y - y;
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return sqrtf(dx*dx + dy*dy);
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}
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/*
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FocusDirection directionTo(const Point &other) const {
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int angle = atan2f(other.y - y, other.x - x) / (2 * M_PI) - 0.125;
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}*/
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};
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// Resolved bounds on screen after layout.
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struct Bounds {
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Bounds() : x(0), y(0), w(0), h(0) {}
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Bounds(float x_, float y_, float w_, float h_) : x(x_), y(y_), w(w_), h(h_) {}
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bool Contains(float px, float py) const {
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return (px >= x && py >= y && px < x + w && py < y + h);
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}
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bool Intersects(const Bounds &other) const {
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return !(x > other.x2() || x2() < other.x || y > other.y2() || y2() < other.y);
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}
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void Clip(const Bounds &clipTo) {
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if (x < clipTo.x) {
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w -= clipTo.x - x;
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x = clipTo.x;
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}
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if (y < clipTo.y) {
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h -= clipTo.y - y;
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y = clipTo.y;
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}
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if (x2() > clipTo.x2()) {
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w = clipTo.x2() - x;
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}
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if (y2() > clipTo.y2()) {
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h = clipTo.y2() - y;
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}
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}
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float x2() const { return x + w; }
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float y2() const { return y + h; }
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float centerX() const { return x + w * 0.5f; }
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float centerY() const { return y + h * 0.5f; }
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Point Center() const {
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return Point(centerX(), centerY());
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}
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float x;
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float y;
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float w;
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float h;
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};
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