X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Frect.h;h=b092fbe77072359b096b31f0e64f73ead9da19cc;hb=ef0af5fd0129161a9e079bd3cd1298b53f1fe11a;hp=bf7a242a1c50970868f9d3815a27e8c41fce4633;hpb=b04b227b04626afb2a8bf665dbcbf035bfa1cef8;p=ipdf%2Fcode.git diff --git a/src/rect.h b/src/rect.h index bf7a242..b092fbe 100644 --- a/src/rect.h +++ b/src/rect.h @@ -9,21 +9,30 @@ namespace IPDF struct Rect { Real x; Real y; Real w; Real h; - Rect() = default; // Needed so we can fread/fwrite this struct - Rect(Real _x, Real _y, Real _w, Real _h) : x(_x), y(_y), w(_w), h(_h) {} + //Rect() = default; // Needed so we can fread/fwrite this struct + Rect(Real _x=0, Real _y=0, Real _w=1, Real _h=1) : x(_x), y(_y), w(_w), h(_h) {} std::string Str() const { std::stringstream s; // float conversion needed because it is fucking impossible to get ostreams working with template classes - s << "{" << Float(x) << ", " << Float(y) << ", " << Float(w) << ", " << Float(h) << "}"; + s << "{" << Float(x) << ", " << Float(y) << ", " << Float(x + w) << ", " << Float(y + h) << " (w: " << Float(w) <<", h: " << Float(h) <<")}"; return s.str(); } inline bool PointIn(Real pt_x, Real pt_y) const { - if (pt_x < x) return false; - if (pt_y < y) return false; - if (pt_x > x + w) return false; - if (pt_y > y + h) return false; + if (pt_x <= x) return false; + if (pt_y <= y) return false; + if (pt_x >= x + w) return false; + if (pt_y >= y + h) return false; + return true; + } + + inline bool Intersects(const Rect& other) const + { + if (x + w < other.x) return false; + if (y + h < other.y) return false; + if (x > other.x + other.w) return false; + if (y > other.y + other.h) return false; return true; } }; @@ -31,10 +40,12 @@ namespace IPDF inline Rect TransformRectCoordinates(const Rect& view, const Rect& r) { Rect out; - out.x = (r.x - view.x) / view.w; - out.y = (r.y - view.y) / view.h; - out.w = r.w / view.w; - out.h = r.h / view.h; + Real w = (view.w == Real(0))?Real(1):view.w; + Real h = (view.h == Real(0))?Real(1):view.h; + out.x = (r.x - view.x) / w; //r.x = out.x *w + view.x + out.y = (r.y - view.y) / h; // r.y = out.y*h + view.y + out.w = r.w / w; // r.w = out.w * w + out.h = r.h / h; // r.h = out.h * h return out; }