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101 lines
3.5 KiB
C++
101 lines
3.5 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Rect.h>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Internal.h>
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////////////////////////////////////////////////////////////
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/// Check if a point is inside a rectangle's area
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////////////////////////////////////////////////////////////
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sfBool sfFloatRect_contains(const sfFloatRect* rect, float x, float y)
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{
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CSFML_CHECK_RETURN(rect, sfFalse);
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return sf::FloatRect(rect->left, rect->top, rect->width, rect->height).contains(x, y);
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}
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sfBool sfIntRect_contains(const sfIntRect* rect, int x, int y)
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{
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CSFML_CHECK_RETURN(rect, sfFalse);
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return sf::IntRect(rect->left, rect->top, rect->width, rect->height).contains(x, y);
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}
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////////////////////////////////////////////////////////////
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/// Check intersection between two rectangles
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////////////////////////////////////////////////////////////
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sfBool sfFloatRect_intersects(const sfFloatRect* rect1, const sfFloatRect* rect2, sfFloatRect* intersection)
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{
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CSFML_CHECK_RETURN(rect1, sfFalse);
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CSFML_CHECK_RETURN(rect2, sfFalse);
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sf::FloatRect SFMLRect1(rect1->left, rect1->top, rect1->width, rect1->height);
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sf::FloatRect SFMLRect2(rect2->left, rect2->top, rect2->width, rect2->height);
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if (intersection)
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{
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sf::FloatRect overlap;
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bool intersects = SFMLRect1.intersects(SFMLRect2, overlap);
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intersection->left = overlap.left;
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intersection->top = overlap.top;
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intersection->width = overlap.width;
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intersection->height = overlap.height;
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return intersects;
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}
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else
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{
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return SFMLRect1.intersects(SFMLRect2);
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}
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}
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sfBool sfIntRect_intersects(const sfIntRect* rect1, const sfIntRect* rect2, sfIntRect* intersection)
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{
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CSFML_CHECK_RETURN(rect1, sfFalse);
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CSFML_CHECK_RETURN(rect2, sfFalse);
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sf::IntRect SFMLRect1(rect1->left, rect1->top, rect1->width, rect1->height);
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sf::IntRect SFMLRect2(rect2->left, rect2->top, rect2->width, rect2->height);
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if (intersection)
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{
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sf::IntRect overlap;
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bool intersects = SFMLRect1.intersects(SFMLRect2, overlap);
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intersection->left = overlap.left;
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intersection->top = overlap.top;
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intersection->width = overlap.width;
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intersection->height = overlap.height;
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return intersects;
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}
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else
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{
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return SFMLRect1.intersects(SFMLRect2);
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}
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}
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