# Changes 0.2.4-1
- Add GIT_BRANCH (for development and stable) - Write Documentation of - pd-core (exept of vec.hpp) - pd-app - pd-drivers - pd-lib3ds - pd-image - pd-image - pd-ui7
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@ -28,64 +28,156 @@ SOFTWARE.
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namespace PD {
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namespace LI {
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/// @brief Container that holds top and bottom corners of a quad
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/**
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* Container that holds position of a rectangle's corners.
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*/
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class Rect {
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public:
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Rect() = default;
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/**
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* Constructor that initializes the rectangle using top and bottom positions.
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* @param t Top left and right corner positions.
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* @param b Bottom left and right corner positions.
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*/
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Rect(const vec4& t, const vec4& b) {
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top = t;
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bot = b;
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}
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/**
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* Constructor that initializes the rectangle using individual corner
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* positions.
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* @param tl Top left corner position.
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* @param tr Top right corner position.
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* @param bl Bottom left corner position.
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* @param br Bottom right corner position.
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*/
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Rect(const vec2& tl, const vec2& tr, const vec2& bl, const vec2& br) {
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top = vec4(tl, tr);
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bot = vec4(bl, br);
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}
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/// This Constructor Fixes the issue of rewriting some Stuff in the Text
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/// Renderer
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/**
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* Constructor that initializes the rectangle using a UV mapping vector.
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*
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* - The old API used vec4 for UV mapping.
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* - Spritesheets have rotated images, so this was updated to use Rect for UV.
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*
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* @param uv Vec4 UV map.
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*/
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Rect(const vec4& uv) {
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top = vec4(uv.x(), uv.y(), uv.z(), uv.y());
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bot = vec4(uv.x(), uv.w(), uv.z(), uv.w());
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}
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~Rect() = default;
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/**
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* Get the top left and right corner positions.
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* @return Top positions.
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*/
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vec4 Top() const { return top; }
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/**
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* Get the bottom left and right corner positions.
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* @return Bottom positions.
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*/
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vec4 Bot() const { return bot; }
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/**
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* Set the top left and right corner positions.
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* @param v New top positions.
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* @return Reference to the updated Rect.
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*/
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Rect& Top(const vec4& v) {
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top = v;
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return *this;
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}
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/**
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* Set the bottom left and right corner positions.
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* @param v New bottom positions.
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* @return Reference to the updated Rect.
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*/
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Rect& Bot(const vec4& v) {
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bot = v;
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return *this;
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}
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/**
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* Get the top-left corner position.
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* @return Top-left position as vec2.
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*/
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vec2 TopLeft() const { return vec2(top[0], top[1]); }
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/**
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* Get the top-right corner position.
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* @return Top-right position as vec2.
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*/
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vec2 TopRight() const { return vec2(top[2], top[3]); }
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/**
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* Get the bottom-left corner position.
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* @return Bottom-left position as vec2.
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*/
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vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
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/**
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* Get the bottom-right corner position.
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* @return Bottom-right position as vec2.
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*/
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vec2 BotRight() const { return vec2(bot[2], bot[3]); }
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/**
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* Set the top-left corner position.
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* @param v New top-left position.
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* @return Reference to the updated Rect.
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*/
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Rect& TopLeft(const vec2& v) {
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top[0] = v[0];
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top[1] = v[1];
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return *this;
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}
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/**
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* Set the top-right corner position.
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* @param v New top-right position.
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* @return Reference to the updated Rect.
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*/
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Rect& TopRight(const vec2& v) {
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top[2] = v[0];
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top[3] = v[1];
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return *this;
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}
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/**
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* Set the bottom-left corner position.
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* @param v New bottom-left position.
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* @return Reference to the updated Rect.
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*/
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Rect& BotLeft(const vec2& v) {
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bot[0] = v[0];
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bot[1] = v[1];
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return *this;
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}
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/**
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* Set the bottom-right corner position.
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* @param v New bottom-right position.
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* @return Reference to the updated Rect.
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*/
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Rect& BotRight(const vec2& v) {
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bot[2] = v[0];
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bot[3] = v[1];
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return *this;
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}
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/**
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* Swap X and Y coordinates for all corners.
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*
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* - Used in SpiteSheet for the rotated images.
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*/
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void SwapVec2XY() {
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for (int i = 0; i < 4; i += 2) {
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float t = top[i];
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@ -98,8 +190,8 @@ class Rect {
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}
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private:
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vec4 top;
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vec4 bot;
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vec4 top; ///< Top left and right corner positions.
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vec4 bot; ///< Bottom left and right corner positions.
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};
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} // namespace LI
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} // namespace PD
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