#pragma once #include "Point.h" #include "Size.h" #include struct WSAPI_Rect; class Rect { public: Rect() { } Rect(int x, int y, int width, int height) : m_location(x, y) , m_size(width, height) { } Rect(const Point& location, const Size& size) : m_location(location) , m_size(size) { } Rect(const Rect& other) : m_location(other.m_location) , m_size(other.m_size) { } Rect(const WSAPI_Rect&); bool is_null() const { return width() == 0 && height() == 0; } bool is_empty() const { return width() <= 0 || height() <= 0; } void move_by(int dx, int dy) { m_location.move_by(dx, dy); } void move_by(const Point& delta) { m_location.move_by(delta); } Point center() const { return { x() + width() / 2, y() + height() / 2 }; } void set_location(const Point& location) { m_location = location; } void set_size(const Size& size) { m_size = size; } void set_size(int width, int height) { m_size.set_width(width); m_size.set_height(height); } void inflate(int w, int h) { set_x(x() - w / 2); set_width(width() + w); set_y(y() - h / 2); set_height(height() + h); } void shrink(int w, int h) { set_x(x() + w / 2); set_width(width() - w); set_y(y() + h / 2); set_height(height() - h); } Rect shrunken(int w, int h) const { Rect rect = *this; rect.shrink(w, h); return rect; } Rect inflated(int w, int h) const { Rect rect = *this; rect.inflate(w, h); return rect; } Rect translated(int dx, int dy) const { Rect rect = *this; rect.move_by(dx, dy); return rect; } Rect translated(const Point& delta) const { Rect rect = *this; rect.move_by(delta); return rect; } bool contains(int x, int y) const { return x >= m_location.x() && x <= right() && y >= m_location.y() && y <= bottom(); } bool contains(const Point& point) const { return contains(point.x(), point.y()); } bool contains(const Rect& other) const { return left() <= other.left() && right() >= other.right() && top() <= other.top() && bottom() >= other.bottom(); } int left() const { return x(); } int right() const { return x() + width() - 1; } int top() const { return y(); } int bottom() const { return y() + height() - 1; } void set_left(int left) { set_x(left); } void set_top(int top) { set_y(top); } void set_right(int right) { set_width(right - x() + 1); } void set_bottom(int bottom) { set_height(bottom - y() + 1); } bool intersects(const Rect& other) const { return left() <= other.right() && other.left() <= right() && top() <= other.bottom() && other.top() <= bottom(); } int x() const { return location().x(); } int y() const { return location().y(); } int width() const { return m_size.width(); } int height() const { return m_size.height(); } void set_x(int x) { m_location.set_x(x); } void set_y(int y) { m_location.set_y(y); } void set_width(int width) { m_size.set_width(width); } void set_height(int height) { m_size.set_height(height); } Point location() const { return m_location; } Size size() const { return m_size; } Vector shatter(const Rect& hammer) const; operator WSAPI_Rect() const; bool operator==(const Rect& other) const { return m_location == other.m_location && m_size == other.m_size; } void intersect(const Rect&); static Rect intersection(const Rect& a, const Rect& b) { Rect r(a); r.intersect(b); return r; } Rect united(const Rect&) const; Point top_left() const { return { left(), top() }; } Point top_right() const { return { right(), top() }; } Point bottom_left() const { return { left(), bottom() }; } Point bottom_right() const { return { right(), bottom() }; } void center_within(const Rect& other) { center_horizontally_within(other); center_vertically_within(other); } void center_horizontally_within(const Rect& other) { set_x(other.center().x() - width() / 2); } void center_vertically_within(const Rect& other) { set_y(other.center().y() - height() / 2); } String to_string() const { return String::format("[%d,%d %dx%d]", x(), y(), width(), height()); } private: Point m_location; Size m_size; }; inline void Point::constrain(const Rect& rect) { if (x() < rect.left()) set_x(rect.left()); else if (x() > rect.right()) set_x(rect.right()); if (y() < rect.top()) set_y(rect.top()); else if (y() > rect.bottom()) set_y(rect.bottom()); }