af3ac4e80f
BRect to clipping_rect with simple C casts. I think this is more adequate, since clipping_rects are used for pixel indices. This change fixes some graphics problems too, it appears that cursor coords are fractional on Haiku, even with a normal mouse. In Playground, this resulted in the hit points being rendered wrongly. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16840 a95241bf-73f2-0310-859d-f6bbb57e9c96
191 lines
5.3 KiB
C
191 lines
5.3 KiB
C
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2004, Haiku, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: clipping.h
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// Author: Stefano Ceccherini (burton666@libero.it)
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// Description: Helper methods to manipulate clipping_rects
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//------------------------------------------------------------------------------
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#ifndef __CLIPPING_H
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#define __CLIPPING_H
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#include <Region.h>
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#include <SupportDefs.h>
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/* Some methods to manipulate clipping_rects.
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basically you can do almost everything you do with
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BRects, just that clipping_rects can only have integer
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coordinates (a thing that makes these perfect for drawing
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calculations).
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*/
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// Returns the union of the given rects.
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static inline clipping_rect
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union_rect(const clipping_rect &r1, const clipping_rect &r2)
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{
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clipping_rect rect;
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rect.left = min_c(r1.left, r2.left);
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rect.top = min_c(r1.top, r2.top);
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rect.right = max_c(r1.right, r2.right);
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rect.bottom = max_c(r1.bottom, r2.bottom);
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return rect;
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}
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// Returns the intersection of the given rects.
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// The caller should check if the returned rect is valid. If it isn't valid,
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// then the two rectangles don't intersect.
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static inline clipping_rect
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sect_rect(const clipping_rect &r1, const clipping_rect &r2)
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{
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clipping_rect rect;
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rect.left = max_c(r1.left, r2.left);
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rect.top = max_c(r1.top, r2.top);
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rect.right = min_c(r1.right, r2.right);
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rect.bottom = min_c(r1.bottom, r2.bottom);
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return rect;
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}
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// Adds the given offsets to the given rect.
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static inline void
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offset_rect(clipping_rect &rect, int32 x, int32 y)
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{
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rect.left += x;
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rect.top += y;
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rect.right += x;
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rect.bottom += y;
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}
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// Converts the given clipping_rect to a BRect
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static inline BRect
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to_BRect(const clipping_rect &rect)
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{
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return BRect((float)rect.left, (float)rect.top,
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(float)rect.right, (float)rect.bottom);
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}
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// Converts the given BRect to a clipping_rect.
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static inline clipping_rect
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to_clipping_rect(const BRect &rect)
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{
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clipping_rect clipRect;
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// NOTE: test fractional coords BRects -> BRegion on R5
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// and compare with this implementation...
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// clipRect.left = (int32)floorf(rect.left);
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// clipRect.top = (int32)floorf(rect.top);
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// clipRect.right = (int32)ceilf(rect.right);
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// clipRect.bottom = (int32)ceilf(rect.bottom);
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// NOTE: clipping_rects are used as "pixel indices"
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// therefor, it should be ok to convert them like this:
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clipRect.left = (int32)rect.left;
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clipRect.top = (int32)rect.top;
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clipRect.right = (int32)rect.right;
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clipRect.bottom = (int32)rect.bottom;
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return clipRect;
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}
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// Checks if the given point lies in the given rect's area
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static inline bool
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point_in(const clipping_rect &rect, int32 px, int32 py)
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{
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if (px >= rect.left && px <= rect.right
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&& py >= rect.top && py <= rect.bottom)
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return true;
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return false;
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}
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// Same as above, but it accepts a BPoint parameter
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static inline bool
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point_in(const clipping_rect &rect, const BPoint &pt)
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{
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if (pt.x >= rect.left && pt.x <= rect.right
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&& pt.y >= rect.top && pt.y <= rect.bottom)
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return true;
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return false;
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}
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static inline bool
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rect_contains(const clipping_rect &rect, const clipping_rect &testRect)
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{
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return rect.top <= testRect.top && rect.bottom >= testRect.bottom
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&& rect.left <= testRect.left && rect.right >= testRect.right;
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}
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// Checks if the rect is valid
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static inline bool
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valid_rect(const clipping_rect &rect)
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{
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if (rect.left <= rect.right && rect.top <= rect.bottom)
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return true;
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return false;
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}
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// Checks if the two rects intersect.
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static inline bool
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rects_intersect(const clipping_rect &rectA, const clipping_rect &rectB)
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{
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// We behave like BRect::Intersects() does:
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// we return false if one of the two rects is not valid
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if (!valid_rect(rectA) || !valid_rect(rectB))
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return false;
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// TODO: Is there a better algorithm ?
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// the one we used is faster than
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// ' return valid_rect(sect_rect(rectA, rectB)); ', though.
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return !(rectA.left > rectB.right || rectA.top > rectB.bottom
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|| rectA.right < rectB.left || rectA.bottom < rectB.top);
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}
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// Returns the width of the given rect.
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static inline int32
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rect_width(const clipping_rect &rect)
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{
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return rect.right - rect.left;
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}
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// Returns the height of the given rect.
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static inline int32
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rect_height(const clipping_rect &rect)
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{
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return rect.bottom - rect.top;
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}
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#endif // __CLIPPING_H
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