palladium/include/pd/graphics/rect.hpp

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#pragma once
#include <pd/common/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
namespace LI {
/// @brief Container that holds top and bottom corners of a quad
class Rect {
public:
Rect() = default;
Rect(const vec4& t, const vec4& b) {
top = t;
bot = b;
}
Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
/// This Constructor Fixes the issue of rewriting some Stuff in the Text
/// Renderer
Rect(const vec4& uv) {
top = vec4(uv.x(), uv.y(), uv.z(), uv.y());
bot = vec4(uv.x(), uv.w(), uv.z(), uv.w());
}
~Rect() = default;
vec4 Top() const { return top; }
vec4 Bot() const { return bot; }
Rect& Top(const vec4& v) {
top = v;
return *this;
}
Rect& Bot(const vec4& v) {
bot = v;
return *this;
}
vec2 TopLeft() const { return vec2(top[0], top[1]); }
vec2 TopRight() const { return vec2(top[2], top[3]); }
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
Rect& TopLeft(const vec2& v) {
top[0] = v[0];
top[1] = v[1];
return *this;
}
Rect& TopRight(const vec2& v) {
top[2] = v[0];
top[3] = v[1];
return *this;
}
Rect& BotLeft(const vec2& v) {
bot[0] = v[0];
bot[1] = v[1];
return *this;
}
Rect& BotRight(const vec2& v) {
bot[2] = v[0];
bot[3] = v[1];
return *this;
}
void SwapVec2XY() {
for (int i = 0; i < 4; i += 2) {
float t = top[i];
top[i] = top[i + 1];
top[i + 1] = t;
t = bot[i];
bot[i] = bot[i + 1];
bot[i + 1] = t;
}
}
private:
vec4 top;
vec4 bot;
};
} // namespace LI
} // namespace PD