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engines/ags/shared/util/geometry.h
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388
engines/ags/shared/util/geometry.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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//=============================================================================
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//
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// Geometry data structures and helper functions
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//
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//=============================================================================
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#ifndef AGS_SHARED_UTIL_GEOMETRY_H
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#define AGS_SHARED_UTIL_GEOMETRY_H
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#include "ags/shared/util/math.h"
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namespace AGS3 {
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namespace AGSMath = AGS::Shared::Math;
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//namespace AGS
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//{
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//namespace Shared
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//{
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// Type of alignment of a geometric item of rectangular boundaries.
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enum FrameAlignment {
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kAlignNone = 0,
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// Alignment options are representing 8 sides of a frame (rectangle);
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// they are implemented as flags that may be combined together if it
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// is wanted to define alignment to multiple sides at once.
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kAlignTopLeft = 0x0001,
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kAlignTopCenter = 0x0002,
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kAlignTopRight = 0x0004,
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kAlignMiddleLeft = 0x0008,
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kAlignMiddleCenter = 0x0010,
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kAlignMiddleRight = 0x0020,
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kAlignBottomLeft = 0x0040,
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kAlignBottomCenter = 0x0080,
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kAlignBottomRight = 0x0100,
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// Masks are helping to determine whether alignment parameter contains
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// particular horizontal or vertical component (for example: left side
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// or bottom side)
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kMAlignLeft = kAlignTopLeft | kAlignMiddleLeft | kAlignBottomLeft,
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kMAlignRight = kAlignTopRight | kAlignMiddleRight | kAlignBottomRight,
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kMAlignTop = kAlignTopLeft | kAlignTopCenter | kAlignTopRight,
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kMAlignBottom = kAlignBottomLeft | kAlignBottomCenter | kAlignBottomRight,
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kMAlignHCenter = kAlignTopCenter | kAlignMiddleCenter | kAlignBottomCenter,
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kMAlignVCenter = kAlignMiddleLeft | kAlignMiddleCenter | kAlignMiddleRight
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};
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// Horizontal alignment; based on FrameAlignment, used to restrict alignment
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// setting to left/right/center option, while keeping compatibility with any
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// alignment in case it will be supported in the future.
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enum HorAlignment {
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kHAlignNone = kAlignNone,
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kHAlignLeft = kAlignTopLeft,
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kHAlignRight = kAlignTopRight,
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kHAlignCenter = kAlignTopCenter
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};
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enum RectPlacement {
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kPlaceOffset,
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kPlaceCenter,
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kPlaceStretch,
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kPlaceStretchProportional,
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kNumRectPlacement
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};
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struct Point {
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int X;
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int Y;
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Point() {
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X = 0;
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Y = 0;
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}
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Point(int x, int y) {
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X = x;
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Y = y;
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}
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inline bool operator ==(const Point &p) const {
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return X == p.X && Y == p.Y;
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}
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inline bool operator !=(const Point &p) const {
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return X != p.X || Y != p.Y;
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}
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inline Point operator +(const Point &p) const {
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return Point(X + p.X, Y + p.Y);
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}
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inline bool Equals(const int x, const int y) const {
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return X == x && Y == y;
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}
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};
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struct Line {
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int X1;
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int Y1;
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int X2;
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int Y2;
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Line() {
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X1 = 0;
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Y1 = 0;
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X2 = 0;
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Y2 = 0;
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}
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Line(int x1, int y1, int x2, int y2) {
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X1 = x1;
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Y1 = y1;
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X2 = x2;
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Y2 = y2;
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}
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};
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// Helper factory functions
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inline Line HLine(int x1, int x2, int y) {
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return Line(x1, y, x2, y);
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}
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inline Line VLine(int x, int y1, int y2) {
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return Line(x, y1, x, y2);
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}
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struct Size {
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int Width;
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int Height;
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Size() {
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Width = 0;
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Height = 0;
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}
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Size(int width, int height) {
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Width = width;
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Height = height;
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}
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inline bool IsNull() const {
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return Width <= 0 || Height <= 0;
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}
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inline static Size Clamp(const Size &sz, const Size &floor, const Size &ceil) {
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return Size(AGSMath::Clamp(sz.Width, floor.Width, ceil.Width),
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AGSMath::Clamp(sz.Height, floor.Height, ceil.Height));
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}
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// Indicates if current size exceeds other size by any metric
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inline bool ExceedsByAny(const Size &size) const {
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return Width > size.Width || Height > size.Height;
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}
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inline bool operator==(const Size &size) const {
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return Width == size.Width && Height == size.Height;
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}
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inline bool operator!=(const Size &size) const {
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return Width != size.Width || Height != size.Height;
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}
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inline bool operator<(const Size &other) const { // TODO: this implementation is silly and not universally useful; make a realistic one and replace with another function where necessary
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return Width < other.Width || (Width == other.Width && Height < other.Height);
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}
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inline Size operator+(const Size &size) const {
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return Size(Width + size.Width, Height + size.Height);
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}
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inline Size operator-(const Size &size) const {
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return Size(Width - size.Width, Height - size.Height);
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}
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inline Size operator *(int x) const {
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return Size(Width * x, Height * x);
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}
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inline Size operator /(int x) const {
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return Size(Width / x, Height / x);
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}
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inline Size &operator *=(int x) {
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Width *= x;
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Height *= x;
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return *this;
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}
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inline Size &operator /=(int x) {
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Width /= x;
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Height /= x;
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return *this;
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}
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};
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// TODO: consider making Rect have right-bottom coordinate with +1 offset
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// to comply with many other libraries (i.e. Right - Left == Width)
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struct Rect {
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int Left;
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int Top;
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int Right;
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int Bottom;
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Rect() {
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Left = 0;
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Top = 0;
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Right = -1;
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Bottom = -1;
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}
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Rect(int l, int t, int r, int b) {
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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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inline Point GetLT() const {
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return Point(Left, Top);
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}
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inline Point GetCenter() const {
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return Point(Left + GetWidth() / 2, Top + GetHeight() / 2);
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}
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inline int GetWidth() const {
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return Right - Left + 1;
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}
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inline int GetHeight() const {
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return Bottom - Top + 1;
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}
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inline Size GetSize() const {
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return Size(GetWidth(), GetHeight());
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}
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inline bool IsEmpty() const {
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return Right < Left || Bottom < Top;
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}
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inline bool IsInside(int x, int y) const {
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return x >= Left && y >= Top && (x <= Right) && (y <= Bottom);
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}
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inline bool IsInside(const Point &pt) const {
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return IsInside(pt.X, pt.Y);
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}
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inline void MoveToX(int x) {
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Right += x - Left;
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Left = x;
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}
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inline void MoveToY(int y) {
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Bottom += y - Top;
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Top = y;
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}
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inline void MoveTo(const Point &pt) {
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MoveToX(pt.X);
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MoveToY(pt.Y);
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}
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inline void SetWidth(int width) {
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Right = Left + width - 1;
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}
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inline void SetHeight(int height) {
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Bottom = Top + height - 1;
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}
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inline static Rect MoveBy(const Rect &r, int x, int y) {
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return Rect(r.Left + x, r.Top + y, r.Right + x, r.Bottom + y);
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}
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inline bool operator ==(const Rect &r) const {
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return Left == r.Left && Top == r.Top &&
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Right == r.Right && Bottom == r.Bottom;
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}
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};
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// Helper factory function
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inline Rect RectWH(int x, int y, int width, int height) {
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return Rect(x, y, x + width - 1, y + height - 1);
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}
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inline Rect RectWH(const Size &sz) {
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return Rect(0, 0, sz.Width - 1, sz.Height - 1);
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}
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struct Triangle {
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int X1;
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int Y1;
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int X2;
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int Y2;
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int X3;
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int Y3;
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Triangle() {
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X1 = 0;
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Y1 = 0;
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X2 = 0;
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Y2 = 0;
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X3 = 0;
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Y3 = 0;
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}
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Triangle(int x1, int y1, int x2, int y2, int x3, int y3) {
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X1 = x1;
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Y1 = y1;
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X2 = x2;
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Y2 = y2;
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X3 = x3;
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Y3 = y3;
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}
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};
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struct Circle {
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int X;
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int Y;
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int Radius;
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Circle() {
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X = 0;
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Y = 0;
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Radius = 0;
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}
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Circle(int x, int y, int radius) {
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X = x;
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Y = y;
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Radius = radius;
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}
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};
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// Tells if two rectangles intersect (overlap) at least partially
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bool AreRectsIntersecting(const Rect &r1, const Rect &r2);
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// Tells if the item is completely inside place
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bool IsRectInsideRect(const Rect &place, const Rect &item);
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// Calculates a distance between two axis-aligned rectangles, returns 0 if they intersect
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float DistanceBetween(const Rect &r1, const Rect &r2);
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int AlignInHRange(int x1, int x2, int off_x, int width, FrameAlignment align);
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int AlignInVRange(int y1, int y2, int off_y, int height, FrameAlignment align);
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Rect AlignInRect(const Rect &frame, const Rect &item, FrameAlignment align);
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Size ProportionalStretch(int dest_w, int dest_h, int item_w, int item_h);
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Size ProportionalStretch(const Size &dest, const Size &item);
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Rect OffsetRect(const Rect &r, const Point off);
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Rect CenterInRect(const Rect &place, const Rect &item);
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Rect ClampToRect(const Rect &place, const Rect &item);
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Rect PlaceInRect(const Rect &place, const Rect &item, const RectPlacement &placement);
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// Sum two rectangles, the result is the rectangle bounding them both
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Rect SumRects(const Rect &r1, const Rect &r2);
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// Intersect two rectangles, the resolt is the rectangle bounding their intersection
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Rect IntersectRects(const Rect &r1, const Rect &r2);
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//} // namespace Shared
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//} // namespace AGS
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} // namespace AGS3
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#endif
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