2021-09-08 18:11:12 +00:00
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/*************************************************************************/
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/* vector2i.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-03-15 09:17:53 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2021-09-08 18:11:12 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2021-09-01 03:11:10 +00:00
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#ifndef GODOT_VECTOR2I_HPP
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#define GODOT_VECTOR2I_HPP
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#include <godot_cpp/core/math.hpp>
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namespace godot {
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2022-02-20 10:47:57 +00:00
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class String;
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class Vector2;
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2021-09-01 03:11:10 +00:00
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class Vector2i {
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_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
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friend class Variant;
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2022-02-09 10:36:22 +00:00
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public:
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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union {
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int32_t x = 0;
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int32_t width;
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};
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union {
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int32_t y = 0;
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int32_t height;
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};
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inline int32_t &operator[](int p_idx) {
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return p_idx ? y : x;
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}
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inline const int32_t &operator[](int p_idx) const {
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return p_idx ? y : x;
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}
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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void operator-=(const Vector2i &p_v);
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Vector2i operator*(const Vector2i &p_v1) const;
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Vector2i operator*(const int32_t &rvalue) const;
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void operator*=(const int32_t &rvalue);
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Vector2i operator/(const Vector2i &p_v1) const;
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Vector2i operator/(const int32_t &rvalue) const;
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void operator/=(const int32_t &rvalue);
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Vector2i operator%(const Vector2i &p_v1) const;
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Vector2i operator%(const int32_t &rvalue) const;
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void operator%=(const int32_t &rvalue);
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Vector2i operator-() const;
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bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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bool operator==(const Vector2i &p_vec2) const;
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bool operator!=(const Vector2i &p_vec2) const;
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
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Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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operator String() const;
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operator Vector2() const;
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inline Vector2i() {}
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inline Vector2i(int32_t p_x, int32_t p_y) {
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x = p_x;
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y = p_y;
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}
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};
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inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * (int32_t)p_scalar;
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}
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inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
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float x = (float)p_vector.x * p_scalar;
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float y = (float)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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}
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inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
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double x = (double)p_vector.x * p_scalar;
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double y = (double)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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}
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typedef Vector2i Size2i;
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typedef Vector2i Point2i;
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} // namespace godot
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#endif // GODOT_VECTOR2I_HPP
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