mirror of
https://github.com/0ldsk00l/nestopia.git
synced 2025-04-02 10:31:51 -04:00
490 lines
7.9 KiB
C++
490 lines
7.9 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_WINDOW_RECT_H
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#define NST_WINDOW_RECT_H
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#pragma once
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#include "NstWindowPoint.hpp"
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namespace Nestopia
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{
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namespace Window
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{
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struct Rect : RECT
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{
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Rect& ClientTransform(HWND);
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Rect& ScreenTransform(HWND);
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Rect(int v=0)
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{
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left = v;
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top = v;
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right = v;
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bottom = v;
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}
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Rect(const POINT& p)
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{
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left = 0;
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top = 0;
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right = p.x;
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bottom = p.y;
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}
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Rect(int l,int t,int r,int b)
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{
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left = l;
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top = t;
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right = r;
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bottom = b;
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}
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Rect(const RECT& r)
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{
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left = r.left;
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top = r.top;
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right = r.right;
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bottom = r.bottom;
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}
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Rect& Set(int l,int t,int r,int b)
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{
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left = l;
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top = t;
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right = r;
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bottom = b;
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return *this;
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}
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Rect& operator = (int v)
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{
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left = v;
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top = v;
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right = v;
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bottom = v;
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return *this;
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}
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Rect& operator = (const POINT& p)
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{
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left = 0;
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top = 0;
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right = p.x;
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bottom = p.y;
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return *this;
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}
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Rect& operator = (const RECT& r)
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{
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left = r.left;
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top = r.top;
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right = r.right;
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bottom = r.bottom;
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return *this;
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}
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bool operator == (const Rect& r) const
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{
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return
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(
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right == r.right &&
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bottom == r.bottom &&
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left == r.left &&
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top == r.top
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);
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}
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bool operator != (const Rect& r) const
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{
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return
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(
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right != r.right ||
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bottom != r.bottom ||
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left != r.left ||
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top != r.top
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);
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}
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bool operator ! () const
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{
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return (right | bottom | left | top) == 0;
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}
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long& operator [] (uint i)
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{
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return (&left)[i];
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}
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const long& operator [] (uint i) const
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{
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return (&left)[i];
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}
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bool Inside(const Point& p) const
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{
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return p.x >= left && p.x < right && p.y >= top && p.y < bottom;
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}
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bool Valid() const
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{
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return left <= right && top <= bottom;
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}
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bool Visible() const
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{
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return right - left > 0 && bottom - top > 0;
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}
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private:
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class PosProxy
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{
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Rect& r;
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public:
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PosProxy(Rect& rect)
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: r(rect) {}
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PosProxy& operator = (const Point& p)
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{
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r.right = p.x + (r.right - r.left);
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r.bottom = p.y + (r.bottom - r.top);
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r.left = p.x;
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r.top = p.y;
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return *this;
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}
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PosProxy& operator += (const Point& p)
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{
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r.left += p.x;
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r.top += p.y;
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r.right += p.x;
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r.bottom += p.y;
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return *this;
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}
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Point operator + (const Point& p) const
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{
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return Point( r.left + p.x, r.top + p.y );
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}
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PosProxy& operator -= (const Point& p)
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{
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r.left -= p.x;
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r.top -= p.y;
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r.right -= p.x;
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r.bottom -= p.y;
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return *this;
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}
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Point operator - (const Point& p) const
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{
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return Point( r.left - p.x, r.top - p.y );
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}
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operator Point () const
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{
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return Point(r.left,r.top);
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}
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};
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class WidthHeightProxy
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{
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long* p;
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public:
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WidthHeightProxy(long* point)
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: p(point) {}
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WidthHeightProxy& operator = (int xy)
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{
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p[2] = p[0] + xy;
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return *this;
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}
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WidthHeightProxy& operator += (int xy)
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{
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p[2] += xy;
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return *this;
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}
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int operator + (int xy) const
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{
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return p[2] - p[0] + xy;
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}
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WidthHeightProxy& operator -= (int xy)
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{
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p[2] -= xy;
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return *this;
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}
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int operator - (int xy) const
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{
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return p[2] - p[0] - xy;
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}
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operator int () const
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{
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return p[2] - p[0];
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}
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};
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class SizeProxy
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{
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Rect& r;
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public:
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SizeProxy(Rect& rect)
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: r(rect) {}
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SizeProxy& operator = (const Point& p)
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{
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r.right = r.left + p.x;
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r.bottom = r.top + p.y;
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return *this;
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}
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SizeProxy& operator += (const Point& p)
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{
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r.right += p.x;
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r.bottom += p.y;
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return *this;
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}
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Point operator + (const Point& p) const
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{
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return Point
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(
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(r.right - r.left) + p.x,
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(r.bottom - r.top) + p.y
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);
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}
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SizeProxy& operator -= (const Point& p)
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{
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r.right -= p.x;
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r.bottom -= p.y;
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return *this;
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}
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Point operator - (const Point& p) const
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{
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return Point
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(
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(r.right - r.left) - p.x,
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(r.bottom - r.top) - p.y
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);
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}
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operator Point () const
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{
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return Point
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(
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r.right - r.left,
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r.bottom - r.top
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);
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}
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};
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class CenterProxy
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{
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Rect& r;
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public:
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CenterProxy(Rect& rect)
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: r(rect) {}
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CenterProxy& operator = (const Point& p)
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{
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const Point size
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(
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r.right - r.left,
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r.bottom - r.top
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);
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r.left = p.x - (size.x / 2);
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r.right = p.x + (size.x / 2) + (size.x % 2);
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r.top = p.y - (size.y / 2);
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r.bottom = p.y + (size.y / 2) + (size.y % 2);
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return *this;
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}
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operator Point () const
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{
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return Point
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(
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r.left + ((r.right - r.left) / 2),
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r.top + ((r.bottom - r.top) / 2)
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);
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}
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};
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public:
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PosProxy Position()
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{
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return *this;
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}
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Point Position() const
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{
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return Point( left, top );
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}
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SizeProxy Size()
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{
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return *this;
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}
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Point Size() const
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{
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return Point( right - left, bottom - top );
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}
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CenterProxy Center()
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{
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return *this;
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}
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Point Center() const
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{
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return Point
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(
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left + ((right - left) / 2),
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top + ((bottom - top) / 2)
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);
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}
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Point& Corner()
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{
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return reinterpret_cast<Point&>(right);
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}
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const Point& Corner() const
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{
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return reinterpret_cast<const Point&>(right);
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}
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WidthHeightProxy Width()
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{
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return &left;
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}
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int Width() const
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{
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return right - left;
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}
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WidthHeightProxy Height()
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{
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return ⊤
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}
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int Height() const
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{
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return bottom - top;
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}
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bool operator < (const Rect& r) const { return Width() * Height() < r.Width() * r.Height(); }
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bool operator > (const Rect& r) const { return Width() * Height() > r.Width() * r.Height(); }
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bool operator <= (const Rect& r) const { return Width() * Height() <= r.Width() * r.Height(); }
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bool operator >= (const Rect& r) const { return Width() * Height() >= r.Width() * r.Height(); }
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Rect operator * (const Rect& r) const
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{
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return Rect
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(
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left * r.left,
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top * r.top,
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right * r.right,
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bottom * r.bottom
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);
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}
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Rect operator * (const long v) const
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{
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return Rect
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(
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left * v,
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top * v,
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right * v,
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bottom * v
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);
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}
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Rect operator * (const Point& p) const
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{
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return Rect
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(
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left * p.x,
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top * p.y,
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right * p.x,
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bottom * p.y
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);
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}
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Rect operator / (const long v) const
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{
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return Rect
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(
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left / v,
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top / v,
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right / v,
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bottom / v
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);
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}
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Rect operator / (const Point& p) const
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{
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return Rect
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(
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left / p.x,
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top / p.y,
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right / p.x,
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bottom / p.y
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);
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}
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struct Window;
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};
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struct Rect::Window : Rect
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{
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Window(HWND hWnd)
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{
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::GetWindowRect( hWnd, this );
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}
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};
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}
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}
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#endif
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