godot-cpp/include/godot_cpp/variant/vector2i.hpp

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/*************************************************************************/
/* vector2i.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-03-15 09:17:53 +00:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2021-09-08 18:11:12 +00:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_VECTOR2I_HPP
#define GODOT_VECTOR2I_HPP
#include <godot_cpp/core/math.hpp>
namespace godot {
class String;
class Vector2;
class Vector2i {
_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
friend class Variant;
public:
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
int32_t x = 0;
int32_t width;
};
union {
int32_t y = 0;
int32_t height;
};
inline int32_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const int32_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
Vector2i operator+(const Vector2i &p_v) const;
void operator+=(const Vector2i &p_v);
Vector2i operator-(const Vector2i &p_v) const;
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
Vector2i operator*(const int32_t &rvalue) const;
void operator*=(const int32_t &rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
Vector2i operator/(const int32_t &rvalue) const;
void operator/=(const int32_t &rvalue);
Vector2i operator%(const Vector2i &p_v1) const;
Vector2i operator%(const int32_t &rvalue) const;
void operator%=(const int32_t &rvalue);
Vector2i operator-() const;
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
bool operator==(const Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
operator String() const;
operator Vector2() const;
inline Vector2i() {}
inline Vector2i(int32_t p_x, int32_t p_y) {
x = p_x;
y = p_y;
}
};
inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
return p_vector * (int32_t)p_scalar;
}
inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
float x = (float)p_vector.x * p_scalar;
float y = (float)p_vector.y * p_scalar;
return Vector2i((int32_t)round(x), (int32_t)round(y));
}
inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
double x = (double)p_vector.x * p_scalar;
double y = (double)p_vector.y * p_scalar;
return Vector2i((int32_t)round(x), (int32_t)round(y));
}
typedef Vector2i Size2i;
typedef Vector2i Point2i;
} // namespace godot
#endif // GODOT_VECTOR2I_HPP