#pragma once #include struct Point { Point() : x(0.0f), y(0.0f) {} Point(float x_, float y_) : x(x_), y(y_) {} float x; float y; float distanceTo(const Point &other) const { float dx = other.x - x, dy = other.y - y; return sqrtf(dx*dx + dy*dy); } bool operator ==(const Point &other) const { return x == other.x && y == other.y; } /* FocusDirection directionTo(const Point &other) const { int angle = atan2f(other.y - y, other.x - x) / (2 * M_PI) - 0.125; }*/ }; // Resolved bounds on screen after layout. struct Bounds { Bounds() : x(0), y(0), w(0), h(0) {} Bounds(float x_, float y_, float w_, float h_) : x(x_), y(y_), w(w_), h(h_) {} bool Contains(float px, float py) const { return (px >= x && py >= y && px < x + w && py < y + h); } bool Intersects(const Bounds &other) const { return !(x > other.x2() || x2() < other.x || y > other.y2() || y2() < other.y); } void Clip(const Bounds &clipTo) { if (x < clipTo.x) { w -= clipTo.x - x; x = clipTo.x; } if (y < clipTo.y) { h -= clipTo.y - y; y = clipTo.y; } if (x2() > clipTo.x2()) { w = clipTo.x2() - x; } if (y2() > clipTo.y2()) { h = clipTo.y2() - y; } } float x2() const { return x + w; } float y2() const { return y + h; } float centerX() const { return x + w * 0.5f; } float centerY() const { return y + h * 0.5f; } Point Center() const { return Point(centerX(), centerY()); } Bounds Expand(float amount) const { return Bounds(x - amount, y - amount, w + amount * 2, h + amount * 2); } Bounds Expand(float xAmount, float yAmount) const { return Bounds(x - xAmount, y - yAmount, w + xAmount * 2, h + yAmount * 2); } Bounds Offset(float xAmount, float yAmount) const { return Bounds(x + xAmount, y + yAmount, w, h); } float x; float y; float w; float h; };