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ZVISION: Rename Point template class to Vector2
Also remove templating
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parent
f8bc82080a
commit
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@ -25,7 +25,7 @@
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#include "graphics/colormasks.h"
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#include "zvision/render_table.h"
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#include "zvision/point.h"
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#include "zvision/vector2.h"
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namespace ZVision {
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@ -35,7 +35,7 @@ RenderTable::RenderTable(uint32 numColumns, uint32 numRows)
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_renderState(RenderState::FLAT) {
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assert(numRows != 0 && numColumns != 0);
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_internalBuffer = new Point<int16>[numRows * numColumns];
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_internalBuffer = new Vector2[numRows * numColumns];
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}
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RenderTable::~RenderTable() {
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@ -26,7 +26,7 @@
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#include "common/types.h"
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#include "common/rect.h"
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#include "zvision/point.h"
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#include "zvision/vector2.h"
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namespace ZVision {
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@ -44,7 +44,7 @@ public:
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private:
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uint32 _numColumns, _numRows;
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Point<int16> *_internalBuffer;
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Vector2 *_internalBuffer;
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RenderState _renderState;
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struct {
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@ -23,35 +23,34 @@
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#ifndef COMMON_ZVISION_POINT_H
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#define COMMON_ZVISION_POINT_H
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#include "common/types.h"
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#include "common/scummsys.h"
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namespace ZVision {
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/**
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* Simple class for handling both 2D position and size.
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*/
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template<class T>
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class Point {
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class Vector2 {
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public:
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T x; ///< The horizontal part of the point
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T y; ///< The vertical part of the point
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int16 x; ///< The horizontal part of the point
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int16 y; ///< The vertical part of the point
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public:
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Point() : x(0), y(0) {}
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Point(T x1, T y1) : x(x1), y(y1) {}
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Vector2() : x(0), y(0) {}
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Vector2(int16 x1, int16 y1) : x(x1), y(y1) {}
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public:
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bool operator==(const Point &p) const { return x == p.x && y == p.y; }
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bool operator!=(const Point &p) const { return x != p.x || y != p.y; }
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Point operator+(const Point &delta) const { return Point(x + delta.x, y + delta.y); }
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Point operator-(const Point &delta) const { return Point(x - delta.x, y - delta.y); }
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bool operator==(const Vector2 &p) const { return x == p.x && y == p.y; }
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bool operator!=(const Vector2 &p) const { return x != p.x || y != p.y; }
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Vector2 operator+(const Vector2 &delta) const { return Vector2(x + delta.x, y + delta.y); }
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Vector2 operator-(const Vector2 &delta) const { return Vector2(x - delta.x, y - delta.y); }
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void operator+=(const Point &delta) {
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void operator+=(const Vector2 &delta) {
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x += delta.x;
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y += delta.y;
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}
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void operator-=(const Point &delta) {
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void operator-=(const Vector2 &delta) {
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x -= delta.x;
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y -= delta.y;
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}
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@ -62,7 +61,7 @@ public:
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* @param p the other point
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* @return the distance between this and p
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*/
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uint sqrDist(const Point &p) const {
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uint sqrDist(const Vector2 &p) const {
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int diffx = ABS(p.x - x);
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if (diffx >= 0x1000)
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return 0xFFFFFF;
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