192 lines
5.0 KiB
C++
192 lines
5.0 KiB
C++
#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/core.hpp>
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namespace PD {
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namespace LI {
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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 fvec4& t, const fvec4& 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 fvec2& tl, const fvec2& tr, const fvec2& bl, const fvec2& br) {
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top = fvec4(tl, tr);
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bot = fvec4(bl, br);
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}
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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 fvec4& 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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fvec4 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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fvec4 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 fvec4& 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 fvec4& 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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fvec2 TopLeft() const { return vec2(top.x, top.y); }
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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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fvec2 TopRight() const { return vec2(top.z, top.w); }
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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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fvec2 BotLeft() const { return vec2(bot.x, bot.y); }
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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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fvec2 BotRight() const { return vec2(bot.z, bot.w); }
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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 fvec2& v) {
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top.x = v.x;
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top.y = v.y;
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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 fvec2& v) {
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top.z = v.x;
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top.w = v.y;
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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 fvec2& v) {
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bot.x = v.x;
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bot.y = v.y;
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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 fvec2& v) {
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bot.z = v.x;
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bot.w = v.y;
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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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top.SwapXY();
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top.SwapZW();
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bot.SwapXY();
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bot.SwapZW();
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}
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private:
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fvec4 top; ///< Top left and right corner positions.
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fvec4 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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