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98784ad3cb
The algorithm I came up with is O(n^2) but given the small numbers of rects we're typically working with, it doesn't really matter. May need to revisit this in the future if we find ourselves with a huge number of rects.
211 lines
4.4 KiB
C++
211 lines
4.4 KiB
C++
#pragma once
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#include "Point.h"
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#include "Size.h"
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#include <AK/AKString.h>
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struct WSAPI_Rect;
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class Rect {
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public:
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Rect() { }
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Rect(int x, int y, int width, int height)
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: m_location(x, y)
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, m_size(width, height)
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{
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}
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Rect(const Point& location, const Size& size)
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: m_location(location)
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, m_size(size)
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{
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}
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Rect(const Rect& other)
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: m_location(other.m_location)
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, m_size(other.m_size)
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{
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}
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Rect(const WSAPI_Rect&);
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bool is_null() const
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{
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return width() == 0 && height() == 0;
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}
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bool is_empty() const
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{
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return width() <= 0 || height() <= 0;
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}
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void move_by(int dx, int dy)
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{
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m_location.move_by(dx, dy);
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}
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void move_by(const Point& delta)
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{
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m_location.move_by(delta);
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}
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Point center() const
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{
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return { x() + width() / 2, y() + height() / 2 };
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}
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void set_location(const Point& location)
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{
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m_location = location;
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}
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void set_size(const Size& size)
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{
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m_size = size;
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}
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void inflate(int w, int h)
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{
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set_x(x() - w / 2);
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set_width(width() + w);
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set_y(y() - h / 2);
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set_height(height() + h);
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}
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void shrink(int w, int h)
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{
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set_x(x() + w / 2);
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set_width(width() - w);
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set_y(y() + h / 2);
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set_height(height() - h);
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}
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Rect shrunken(int w, int h) const
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{
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Rect rect = *this;
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rect.shrink(w, h);
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return rect;
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}
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Rect inflated(int w, int h) const
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{
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Rect rect = *this;
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rect.inflate(w, h);
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return rect;
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}
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Rect translated(int dx, int dy) const
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{
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Rect rect = *this;
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rect.move_by(dx, dy);
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return rect;
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}
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Rect translated(const Point& delta) const
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{
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Rect rect = *this;
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rect.move_by(delta);
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return rect;
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}
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bool contains(int x, int y) const
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{
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return x >= m_location.x() && x <= right() && y >= m_location.y() && y <= bottom();
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}
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bool contains(const Point& point) const
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{
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return contains(point.x(), point.y());
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}
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bool contains(const Rect& other) const
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{
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return left() <= other.left()
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&& right() >= other.right()
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&& top() <= other.top()
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&& bottom() >= other.bottom();
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}
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int left() const { return x(); }
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int right() const { return x() + width() - 1; }
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int top() const { return y(); }
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int bottom() const { return y() + height() - 1; }
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void set_left(int left)
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{
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set_x(left);
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}
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void set_top(int top)
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{
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set_y(top);
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}
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void set_right(int right)
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{
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set_width(right - x() + 1);
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}
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void set_bottom(int bottom)
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{
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set_height(bottom - y() + 1);
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}
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bool intersects(const Rect& other) const
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{
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return left() <= other.right()
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&& other.left() <= right()
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&& top() <= other.bottom()
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&& other.top() <= bottom();
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}
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int x() const { return location().x(); }
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int y() const { return location().y(); }
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int width() const { return m_size.width(); }
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int height() const { return m_size.height(); }
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void set_x(int x) { m_location.set_x(x); }
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void set_y(int y) { m_location.set_y(y); }
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void set_width(int width) { m_size.set_width(width); }
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void set_height(int height) { m_size.set_height(height); }
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Point location() const { return m_location; }
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Size size() const { return m_size; }
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Vector<Rect> shatter(const Rect& hammer) const;
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operator WSAPI_Rect() const;
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bool operator==(const Rect& other) const
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{
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return m_location == other.m_location
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&& m_size == other.m_size;
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}
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void intersect(const Rect&);
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static Rect intersection(const Rect& a, const Rect& b)
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{
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Rect r(a);
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r.intersect(b);
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return r;
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}
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Rect united(const Rect&) const;
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String to_string() const { return String::format("[%d,%d %dx%d]", x(), y(), width(), height()); }
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private:
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Point m_location;
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Size m_size;
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};
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inline void Point::constrain(const Rect& rect)
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{
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if (x() < rect.left())
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set_x(rect.left());
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else if (x() > rect.right())
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set_x(rect.right());
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if (y() < rect.top())
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set_y(rect.top());
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else if (y() > rect.bottom())
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set_y(rect.bottom());
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}
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