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e4cb9b2985
This is kinda primitive but it avoids double-draw when slowly dragging stuff.
152 lines
3.2 KiB
C++
152 lines
3.2 KiB
C++
#pragma once
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#include "Point.h"
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#include "Size.h"
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class Rect {
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public:
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Rect() { }
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Rect(int x, int y, int width, int height)
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: m_location(x, y)
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, m_size(width, height)
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{
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}
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Rect(const Point& location, const Size& size)
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: m_location(location)
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, m_size(size)
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{
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}
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bool is_empty() const
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{
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return width() == 0 || height() == 0;
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}
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void moveBy(int dx, int dy)
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{
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m_location.moveBy(dx, dy);
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}
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void moveBy(const Point& delta)
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{
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m_location.moveBy(delta);
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}
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Point center() const
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{
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return { x() + width() / 2, y() + height() / 2 };
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}
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void inflate(int w, int h)
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{
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setX(x() - w / 2);
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setWidth(width() + w);
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setY(y() - h / 2);
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setHeight(height() + h);
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}
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void shrink(int w, int h)
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{
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setX(x() + w / 2);
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setWidth(width() - w);
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setY(y() + h / 2);
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setHeight(height() - h);
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}
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bool contains(int x, int y) const
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{
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return x >= m_location.x() && x <= right() && y >= m_location.y() && y <= bottom();
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}
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bool contains(const Point& point) const
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{
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return contains(point.x(), point.y());
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}
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bool contains(const Rect& other) const
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{
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return left() <= other.left()
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&& right() >= other.right()
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&& top() <= other.top()
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&& bottom() >= other.bottom();
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}
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int left() const { return x(); }
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int right() const { return x() + width() - 1; }
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int top() const { return y(); }
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int bottom() const { return y() + height() - 1; }
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void set_left(int left)
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{
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setX(left);
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}
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void set_top(int top)
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{
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setY(top);
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}
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void set_right(int right)
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{
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setWidth(right - x() + 1);
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}
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void set_bottom(int bottom)
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{
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setHeight(bottom - y() + 1);
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}
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bool intersects(const Rect& other) const
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{
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return left() <= other.right()
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&& other.left() <= right()
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&& top() <= other.bottom()
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&& other.top() <= bottom();
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}
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int x() const { return location().x(); }
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int y() const { return location().y(); }
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int width() const { return m_size.width(); }
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int height() const { return m_size.height(); }
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void setX(int x) { m_location.setX(x); }
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void setY(int y) { m_location.setY(y); }
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void setWidth(int width) { m_size.setWidth(width); }
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void setHeight(int height) { m_size.setHeight(height); }
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Point location() const { return m_location; }
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Size size() const { return m_size; }
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bool operator==(const Rect& other) const
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{
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return m_location == other.m_location
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&& m_size == other.m_size;
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}
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void intersect(const Rect&);
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static Rect intersection(const Rect& a, const Rect& b)
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{
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Rect r(a);
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r.intersect(b);
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return r;
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}
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Rect united(const Rect&) const;
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private:
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Point m_location;
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Size m_size;
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};
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inline void Point::constrain(const Rect& rect)
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{
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if (x() < rect.left())
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setX(rect.left());
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else if (x() > rect.right())
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setX(rect.right());
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if (y() < rect.top())
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setY(rect.top());
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else if (y() > rect.bottom())
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setY(rect.bottom());
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}
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