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CEGUIRect.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\CEGUI\CEGUIRect.h
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/*********************************************************************** filename: CEGUIRect.h created: 8/3/2004 author: Paul D Turner purpose: Defines 'Rect' class *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team * * 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 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 _CEGUIRect_h_ #define _CEGUIRect_h_ #include "CEGUIBase.h" #include "CEGUIVector.h" #include "CEGUISize.h" // Start of CEGUI namespace section namespace CEGUI { /*! \brief Class encapsulating operations on a Rectangle */ class CEGUIEXPORT Rect { public: Rect(void) {} /*! \brief Constructor for a Rect. */ Rect(float left, float top, float right, float bottom); Rect(Point pos, Size sz); /*! \brief Return top-left postion of Rect as a Point */ Point getPosition(void) const {return Point(d_left, d_top);} /*! \brief return width of Rect area */ float getWidth(void) const {return d_right - d_left;} /*! \brief return height of Rect area */ float getHeight(void) const {return d_bottom - d_top;} /*! \brief return the size of the Rect area */ Size getSize(void) const {return Size(getWidth(), getHeight());} /*! \brief set the position of the Rect (leaves size in tact) */ void setPosition(const Point& pt); /*! \brief set the width of the Rect object */ void setWidth(float width) {d_right = d_left + width;} /*! \brief set the height of the Rect object */ void setHeight(float height) {d_bottom = d_top + height;} /*! \brief set the size of the Rect area */ void setSize(const Size& sze) {setWidth(sze.d_width); setHeight(sze.d_height);} /*! \brief return a Rect that is the intersection of 'this' Rect with the Rect 'rect' \note It can be assumed that if d_left == d_right, or d_top == d_bottom, or getWidth() == 0, or getHeight() == 0, then 'this' rect was totally outside 'rect'. */ Rect getIntersection(const Rect& rect) const; /*! \brief Applies an offset the Rect object \param pt Point object containing the offsets to be applied to the Rect. \return this Rect after the offset is performed */ Rect& offset(const Point& pt); /*! \brief Return true if the given Point falls within this Rect \param pt Point object describing the position to test. \return true if position \a pt is within this Rect's area, else false */ bool isPointInRect(const Point& pt) const; /*! \brief check the size of the Rect object and if it is bigger than \a sz, resize it so it isn't. \param sz Size object that describes the maximum dimensions that this Rect should be limited to. \return 'this' Rect object after the constrain operation */ Rect& constrainSizeMax(const Size& sz); /*! \brief check the size of the Rect object and if it is smaller than \a sz, resize it so it isn't. \param sz Size object that describes the minimum dimensions that this Rect should be limited to. \return 'this' Rect object after the constrain operation */ Rect& constrainSizeMin(const Size& sz); /*! \brief check the size of the Rect object and if it is bigger than \a max_sz or smaller than \a min_sz, resize it so it isn't. \param max_sz Size object that describes the maximum dimensions that this Rect should be limited to. \param min_sz Size object that describes the minimum dimensions that this Rect should be limited to. \return 'this' Rect object after the constrain operation */ Rect& constrainSize(const Size& max_sz, const Size& min_sz); /************************************************************************* Operators *************************************************************************/ bool operator==(const Rect& rhs) const { return ((d_left == rhs.d_left) && (d_right == rhs.d_right) && (d_top == rhs.d_top) && (d_bottom == rhs.d_bottom)); } bool operator!=(const Rect& rhs) const {return !operator==(rhs);} Rect& operator=(const Rect& rhs); Rect operator*(float scalar) const { return Rect(d_left * scalar, d_top * scalar, d_right * scalar, d_bottom * scalar); } const Rect& operator*=(float scalar) { d_left *= scalar; d_top *= scalar; d_right *= scalar; d_bottom *= scalar; return *this; } /************************************************************************* Data Fields *************************************************************************/ float d_top, d_bottom, d_left, d_right; }; } // End of CEGUI namespace section #endif // end of guard _CEGUIRect_h_
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