/**************************************************************************/ /* vector2i.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 #include namespace godot { class String; struct Vector2; struct _NO_DISCARD_ Vector2i { static const int AXIS_COUNT = 2; enum Axis { AXIS_X, AXIS_Y, }; union { struct { union { int32_t x; int32_t width; }; union { int32_t y; int32_t height; }; }; int32_t coord[2] = { 0 }; }; _FORCE_INLINE_ int32_t &operator[](int p_idx) { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } _FORCE_INLINE_ const int32_t &operator[](int p_idx) const { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } _FORCE_INLINE_ Vector2i::Axis min_axis_index() const { return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y; } _FORCE_INLINE_ Vector2i::Axis max_axis_index() const { return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X; } Vector2i min(const Vector2i &p_vector2i) const { return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y)); } Vector2i max(const Vector2i &p_vector2i) const { return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y)); } 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; int64_t length_squared() const; double length() const; int64_t distance_squared_to(const Vector2i &p_to) const; double distance_to(const Vector2i &p_to) const; real_t aspect() const { return width / (real_t)height; } Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); } Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); } Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const; operator String() const; operator Vector2() const; inline Vector2i() {} inline Vector2i(const int32_t p_x, const int32_t p_y) { x = p_x; y = p_y; } }; // Multiplication operators required to workaround issues with LLVM using implicit conversion. _FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) { return p_vector * p_scalar; } typedef Vector2i Size2i; typedef Vector2i Point2i; } // namespace godot #endif // GODOT_VECTOR2I_HPP