/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanCore="Math" //! header=core.h #ifndef header_quad #define header_quad #ifdef CL_API_DLL #ifdef CL_CORE_EXPORT #define CL_API_CORE __declspec(dllexport) #else #define CL_API_CORE __declspec(dllimport) #endif #else #define CL_API_CORE #endif #if _MSC_VER > 1000 #pragma once #endif #include "rect.h" #include "size.h" #include "point.h" #include "origin.h" //: 2D (x1, y1, x2, y2, x3, y3, x4, y4) quad structure. //- !group=Core/Math! //- !header=core.h! class CL_API_CORE CL_Quad { //! Construction: public: //: Constructs a quad. //param x1: x-coord for first point of quad. //param y1: y-coord for first point of quad. //param x2: x-coord for second point of quad. //param y2: y-coord for second of quad. //param x3: x-coord for third point of quad. //param y3: y-coord for third point of quad. //param x4: x-coord for forth point of quad. //param y4: y-coord for forth point of quad. //param rect: Rectangle used to initialize the quad. CL_Quad() { return; } CL_Quad(int new_x1, int new_y1, int new_x2, int new_y2, int new_x3, int new_y3, int new_x4, int new_y4) { x1 = new_x1; y1 = new_y1; x2 = new_x2; y2 = new_y2; x3 = new_x3; y3 = new_y3; x4 = new_x4; y4 = new_y4; } CL_Quad(const CL_Rect &rect) { x1 = rect.left; y1 = rect.top; x2 = rect.right; y2 = rect.top; x3 = rect.right; y3 = rect.bottom; x4 = rect.left; y4 = rect.bottom; } CL_Quad(const CL_Quad &q) { x1 = q.x1; y1 = q.y1; x2 = q.x2; y2 = q.y2; x3 = q.x3; y3 = q.y3; x4 = q.x4; y4 = q.y4; } //: Quad += Quad operator. CL_Quad &operator+=(const CL_Quad &q) { x1 += q.x1; y1 += q.y1; x2 += q.x2; y2 += q.y2; x3 += q.x3; y3 += q.y3; x4 += q.x4; y4 += q.y4; return *this; } //: Quad -= Quad operator. CL_Quad &operator-=(const CL_Quad &q) { x1 -= q.x1; y1 -= q.y1; x2 -= q.x2; y2 -= q.y2; x3 -= q.x3; y3 -= q.y3; x4 -= q.x4; y4 -= q.y4; return *this; } //: Quad += Point operator. CL_Quad &operator+=(const CL_Point &p) { x1 += p.x; y1 += p.y; x2 += p.x; y2 += p.y; x3 += p.x; y3 += p.y; x4 += p.x; y4 += p.y; return *this; } //: Quad -= Point operator. CL_Quad &operator-=(const CL_Point &p) { x1 -= p.x; y1 -= p.y; x2 -= p.x; y2 -= p.y; x3 -= p.x; y3 -= p.y; x4 -= p.x; y4 -= p.y; return *this; } //: Quad + Quad operator. CL_Quad operator+(const CL_Quad &q) const { return CL_Quad(x1 + q.x1, y1 + q.y1, x2 + q.x2, y2 + q.y2, x3 + q.x3, y3 + q.y3, x4 + q.x4, y4 + q.y4); } //: Quad - Quad operator. CL_Quad operator-(const CL_Quad &q) const { return CL_Quad(x1 - q.x1, y1 - q.y1, x2 - q.x2, y2 - q.y2, x3 - q.x3, y3 - q.y3, x4 - q.x4, y4 - q.y4); } //: Quad + Point operator. CL_Quad operator+(const CL_Point &p) const { return CL_Quad(x1 + p.x, y1 + p.y, x2 + p.x, y2 + p.y, x3 + p.x, y3 + p.y, x4 + p.x, y4 + p.y); } //: Quad - Point operator. CL_Quad operator-(const CL_Point &p) const { return CL_Quad(x1 - p.x, y1 - p.y, x2 - p.x, y2 - p.y, x3 - p.x, y3 - p.y, x4 - p.x, y4 - p.y); } //: Quad == Quad operator. bool operator==(const CL_Quad &q) const { return (x1 == q.x1 && y1 == q.y1 && x2 == q.x2 && y2 == q.y2 && x3 == q.x3 && y3 == q.y3 && x4 == q.x4 && y4 == q.y4); } //: Quad != Quad operator. bool operator!=(const CL_Quad &q) const { return (x1 != q.x1 || y1 != q.y1 || x2 != q.x2 || y2 != q.y2 || x3 != q.x3 || y3 != q.y3 || x4 != q.x4 || y4 != q.y4); } //! Attributes: public: //: X1-coordinate. int x1; //: Y1-coordinate. int y1; //: X2-coordinate. int x2; //: Y2-coordinate. int y2; //: X3-coordinate. int x3; //: Y3-coordinate. int y3; //: X4-coordinate. int x4; //: Y4-coordinate. int y4; //: Returns the width of the quad. int get_width() const; //: Returns the height of the quad. int get_height() const; //: Returns the size of the rectangle. CL_Size get_size() const { return CL_Size(get_width(), get_height()); } //: Returns the bounding box of the quad as a CL_Rect //param hotspot: Point to rotate around. //param origin: Determines the hotspot point within the rectangle //param x, y: Offsets applied negatively to the hotspot point //param angle: Angle to rotate in degrees. CL_Rect get_bounds() const; //! Operations: public: //: Rotates the Quad //param hotspot: Point to rotate around. //param angle: Angle to rotate in degrees. void rotate(const CL_Point &hotspot, float angle); //: Scale the Quad //param sx: Scale value in x-axis //param sy: Scale value in y-axis //param hotspot: Point to scale around. void scale(float sx, float sy); void scale(const CL_Point &hotspot, float sx, float sy); //: Returns the center point of the quad CL_Point center() const; //: Applies an origin and offset pair to this rectangle //param origin: The new origin to adjust to from default upper-left position //param x, y: Offsets applied negatively to each corner of the rectangle void apply_alignment(CL_Origin origin, int x, int y) { CL_Point offset = calc_origin(origin, get_size()); offset.x -= x; offset.y -= y; x1 += offset.x; y1 += offset.y; x2 += offset.x; y2 += offset.y; x3 += offset.x; y3 += offset.y; x4 += offset.x; y4 += offset.y; } }; #endif