ScummVM API documentation
Rectangle.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * This code is based on the CRAB engine
24  *
25  * Copyright (c) Arvind Raja Yadav
26  *
27  * Licensed under MIT
28  *
29  */
30 
31 #ifndef CRAB_RECTANGLE_H
32 #define CRAB_RECTANGLE_H
33 
34 #include "crab/Line.h"
35 #include "crab/vectors.h"
36 
37 namespace Crab {
38 
39 //------------------------------------------------------------------------
40 // Purpose: A simple rectangle class
41 //------------------------------------------------------------------------
42 struct Rect {
43 
44  int x;
45  int y;
46  int w;
47  int h;
48 
49  Rect(int X = 0, int Y = 0, int W = 0, int H = 0) {
50  x = X;
51  y = Y;
52  w = W;
53  h = H;
54  }
55 
56  bool load(rapidxml::xml_node<char> *node, const bool &echo = true, const Common::String &x_name = "x",
57  const Common::String &y_name = "y", const Common::String &w_name = "w", const Common::String &h_name = "h");
58 
59  // Is this rectangle colliding with another rectangle?
60  bool collide(Rect box) const;
61 
62  // Extend this rectangle to fully contain another rectangle
63  void extend(Rect box);
64 
65  // Resolving a collision means we need to correct the position of the target rectangle to just outside of the reference rectangle
66  // To do this, first we need to determine which edges of the rectangles are colliding
67 
68  // Resolve a collision in the X plane
69  Direction resolveX(Rect collider);
70 
71  // Resolve a collision in the Y plane
72  Direction resolveY(Rect collider);
73 
74  // Does this rectangle contain a point?
75  bool contains(int x1, int y1) {
76  return (x1 > x && x1 < x + w && y1 > y && y1 < y + h);
77  }
78 
79  bool contains(Vector2i v) {
80  return contains(v.x, v.y);
81  }
82 
83  // Does this rectangle contain another rectangle?
84  bool contains(Rect box) {
85  return (x < box.x && x + w > box.x + box.w && y < box.y && y + h > box.y + box.h);
86  }
87 
88  // Flip a rectangle with respect to an axis
89  void flip(const TextureFlipType &flip, const Vector2i &axis);
90 
91  // Draw the borders of the rectangle
92  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);
93 
94  // Check if a rectangle is the same as another
95  bool operator==(const Rect &r) { return r.x == x && r.y == y && r.w == w && r.h == h; }
96 
97  // Save to file
98  void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root, const char *name);
99 };
100 
101 } // End of namespace Crab
102 
103 #endif // CRAB_RECTANGLE_H
Definition: str.h:59
Definition: Rectangle.h:42
Definition: moveeffect.h:37