/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_RECTANGLE_H #define CRAB_RECTANGLE_H #include "crab/Line.h" #include "crab/vectors.h" namespace Crab { //------------------------------------------------------------------------ // Purpose: A simple rectangle class //------------------------------------------------------------------------ struct Rect { int x; int y; int w; int h; Rect(int X = 0, int Y = 0, int W = 0, int H = 0) { x = X; y = Y; w = W; h = H; } bool load(rapidxml::xml_node *node, const bool &echo = true, const Common::String &x_name = "x", const Common::String &y_name = "y", const Common::String &w_name = "w", const Common::String &h_name = "h"); // Is this rectangle colliding with another rectangle? bool collide(Rect box) const; // Extend this rectangle to fully contain another rectangle void extend(Rect box); // Resolving a collision means we need to correct the position of the target rectangle to just outside of the reference rectangle // To do this, first we need to determine which edges of the rectangles are colliding // Resolve a collision in the X plane Direction resolveX(Rect collider); // Resolve a collision in the Y plane Direction resolveY(Rect collider); // Does this rectangle contain a point? bool contains(int x1, int y1) { return (x1 > x && x1 < x + w && y1 > y && y1 < y + h); } bool contains(Vector2i v) { return contains(v.x, v.y); } // Does this rectangle contain another rectangle? bool contains(Rect box) { return (x < box.x && x + w > box.x + box.w && y < box.y && y + h > box.y + box.h); } // Flip a rectangle with respect to an axis void flip(const TextureFlipType &flip, const Vector2i &axis); // Draw the borders of the rectangle void draw(const int &xOffset = 0, const int &yOffset = 0, const uint8 &r = 0, const uint8 &g = 0, const uint8 &b = 0, const uint8 &a = 255); // Check if a rectangle is the same as another bool operator==(const Rect &r) { return r.x == x && r.y == y && r.w == w && r.h == h; } // Save to file void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node *root, const char *name); }; } // End of namespace Crab #endif // CRAB_RECTANGLE_H