Simple 2D RPG made in C++ and SFML
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2012 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
template <typename T>
Rect<T>::Rect() :
left (0),
top (0),
width (0),
height(0)
{
}
////////////////////////////////////////////////////////////
template <typename T>
Rect<T>::Rect(T rectLeft, T rectTop, T rectWidth, T rectHeight) :
left (rectLeft),
top (rectTop),
width (rectWidth),
height(rectHeight)
{
}
////////////////////////////////////////////////////////////
template <typename T>
Rect<T>::Rect(const Vector2<T>& position, const Vector2<T>& size) :
left (position.x),
top (position.y),
width (size.x),
height(size.y)
{
}
////////////////////////////////////////////////////////////
template <typename T>
template <typename U>
Rect<T>::Rect(const Rect<U>& rectangle) :
left (static_cast<T>(rectangle.left)),
top (static_cast<T>(rectangle.top)),
width (static_cast<T>(rectangle.width)),
height(static_cast<T>(rectangle.height))
{
}
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::contains(T x, T y) const
{
// Rectangles with negative dimensions are allowed, so we must handle them correctly
// Compute the real min and max of the rectangle on both axes
T minX = std::min(left, left + width);
T maxX = std::max(left, left + width);
T minY = std::min(top, top + height);
T maxY = std::max(top, top + height);
return (x >= minX) && (x < maxX) && (y >= minY) && (y < maxY);
}
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::contains(const Vector2<T>& point) const
{
return contains(point.x, point.y);
}
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::intersects(const Rect<T>& rectangle) const
{
Rect<T> intersection;
return intersects(rectangle, intersection);
}
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::intersects(const Rect<T>& rectangle, Rect<T>& intersection) const
{
// Rectangles with negative dimensions are allowed, so we must handle them correctly
// Compute the min and max of the first rectangle on both axes
T r1MinX = std::min(left, left + width);
T r1MaxX = std::max(left, left + width);
T r1MinY = std::min(top, top + height);
T r1MaxY = std::max(top, top + height);
// Compute the min and max of the second rectangle on both axes
T r2MinX = std::min(rectangle.left, rectangle.left + rectangle.width);
T r2MaxX = std::max(rectangle.left, rectangle.left + rectangle.width);
T r2MinY = std::min(rectangle.top, rectangle.top + rectangle.height);
T r2MaxY = std::max(rectangle.top, rectangle.top + rectangle.height);
// Compute the intersection boundaries
T interLeft = std::max(r1MinX, r2MinX);
T interTop = std::max(r1MinY, r2MinY);
T interRight = std::min(r1MaxX, r2MaxX);
T interBottom = std::min(r1MaxY, r2MaxY);
// If the intersection is valid (positive non zero area), then there is an intersection
if ((interLeft < interRight) && (interTop < interBottom))
{
intersection = Rect<T>(interLeft, interTop, interRight - interLeft, interBottom - interTop);
return true;
}
else
{
intersection = Rect<T>(0, 0, 0, 0);
return false;
}
}
////////////////////////////////////////////////////////////
template <typename T>
inline bool operator ==(const Rect<T>& left, const Rect<T>& right)
{
return (left.left == right.left) && (left.width == right.width) &&
(left.top == right.top) && (left.height == right.height);
}
////////////////////////////////////////////////////////////
template <typename T>
inline bool operator !=(const Rect<T>& left, const Rect<T>& right)
{
return !(left == right);
}