Simple game engine with complete export to scripting language
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//------------------------------------------------------------------------------
// Author: Gero Mueller <gero.mueller@cloo.de>
// Copyright: (c) 2006 Gero Mueller
// License: MIT License
//------------------------------------------------------------------------------
#ifndef BLUECORE_RECTANGLE_H
#define BLUECORE_RECTANGLE_H
#include "Point.h"
namespace BlueCore
{
template<typename type>
struct Rectangle2DTemplate
{
type _x, _y, _width, _height;
Rectangle2DTemplate() :
_x(0),
_y(0),
_width(0),
_height(0)
{
}
Rectangle2DTemplate( int x, int y, int width, int height ) :
_x(x),
_y(y),
_width(width),
_height(height)
{
}
Rectangle2DTemplate( const Point2DTemplate<type> &topLeft, const Point2DTemplate<type> &bottomRight ) :
_x(topLeft._x),
_y(topLeft._y),
_width(bottomRight._x - topLeft._x),
_height(bottomRight._y - topLeft._y)
{
}
Rectangle2DTemplate &operator=(const Rectangle2DTemplate<type> &rect)
{
_x = rect._x;
_y = rect._y;
_width = rect._width;
_height = rect._height;
return *this;
}
bool overlaps( const Rectangle2DTemplate<type> &rect )
{
if( (rect._x + rect._width) < _x )
return false;
if( rect._x > (_x + _width) )
return false;
if( rect._y < (_y - _height) )
return false;
if( (rect._y - rect._height) > _y )
return false;
return true;
}
bool contains( const Point2DTemplate<type> &point ) const
{
if( point._x < _x )
return false;
if( point._y < _y )
return false;
if( point._x > (_x + _width) )
return false;
if( point._y > (_y + _height) )
return false;
return true;
}
};
typedef Rectangle2DTemplate<int> Rectangle2D;
}
#endif