Mercurial > sdl-ios-xcode
annotate src/video/SDL_rect.c @ 5177:b9cf75615028
Don't free the surface since the application might be still using it.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 04 Feb 2011 12:26:01 -0800 |
parents | 307ccc9c135e |
children | b530ef003506 |
rev | line source |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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1 /* |
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2 SDL - Simple DirectMedia Layer |
3697 | 3 Copyright (C) 1997-2010 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
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24 #include "SDL_rect.h" |
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25 |
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26 SDL_bool |
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27 SDL_HasIntersection(const SDL_Rect * A, const SDL_Rect * B) |
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28 { |
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29 int Amin, Amax, Bmin, Bmax; |
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30 |
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31 /* Horizontal intersection */ |
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32 Amin = A->x; |
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33 Amax = Amin + A->w; |
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34 Bmin = B->x; |
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35 Bmax = Bmin + B->w; |
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36 if (Bmin > Amin) |
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37 Amin = Bmin; |
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38 if (Bmax < Amax) |
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39 Amax = Bmax; |
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40 if (Amax <= Amin) |
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41 return SDL_FALSE; |
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42 |
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43 /* Vertical intersection */ |
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44 Amin = A->y; |
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45 Amax = Amin + A->h; |
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46 Bmin = B->y; |
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47 Bmax = Bmin + B->h; |
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48 if (Bmin > Amin) |
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49 Amin = Bmin; |
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50 if (Bmax < Amax) |
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51 Amax = Bmax; |
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52 if (Amax <= Amin) |
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53 return SDL_FALSE; |
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54 |
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55 return SDL_TRUE; |
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56 } |
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57 |
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58 SDL_bool |
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59 SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) |
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60 { |
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61 int Amin, Amax, Bmin, Bmax; |
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62 |
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63 /* Horizontal intersection */ |
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64 Amin = A->x; |
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65 Amax = Amin + A->w; |
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66 Bmin = B->x; |
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67 Bmax = Bmin + B->w; |
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68 if (Bmin > Amin) |
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69 Amin = Bmin; |
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70 result->x = Amin; |
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71 if (Bmax < Amax) |
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72 Amax = Bmax; |
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73 result->w = Amax - Amin; |
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74 |
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75 /* Vertical intersection */ |
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76 Amin = A->y; |
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77 Amax = Amin + A->h; |
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78 Bmin = B->y; |
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79 Bmax = Bmin + B->h; |
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80 if (Bmin > Amin) |
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81 Amin = Bmin; |
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82 result->y = Amin; |
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83 if (Bmax < Amax) |
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84 Amax = Bmax; |
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85 result->h = Amax - Amin; |
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86 |
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87 return !SDL_RectEmpty(result); |
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88 } |
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89 |
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90 void |
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91 SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) |
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92 { |
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93 int Amin, Amax, Bmin, Bmax; |
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94 |
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95 /* Horizontal union */ |
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96 Amin = A->x; |
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97 Amax = Amin + A->w; |
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98 Bmin = B->x; |
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99 Bmax = Bmin + B->w; |
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100 if (Bmin < Amin) |
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101 Amin = Bmin; |
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102 result->x = Amin; |
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103 if (Bmax > Amax) |
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104 Amax = Bmax; |
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105 result->w = Amax - Amin; |
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106 |
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107 /* Vertical intersection */ |
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108 Amin = A->y; |
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109 Amax = Amin + A->h; |
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110 Bmin = B->y; |
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111 Bmax = Bmin + B->h; |
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112 if (Bmin < Amin) |
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113 Amin = Bmin; |
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114 result->y = Amin; |
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115 if (Bmax > Amax) |
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116 Amax = Bmax; |
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117 result->h = Amax - Amin; |
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118 } |
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119 |
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121 SDL_EnclosePoints(const SDL_Point * points, int count, const SDL_Rect * clip, |
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122 SDL_Rect * result) |
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123 { |
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124 int minx = 0; |
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125 int miny = 0; |
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126 int maxx = 0; |
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127 int maxy = 0; |
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128 int x, y, i; |
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129 |
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130 if (count < 1) { |
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131 return SDL_FALSE; |
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132 } |
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133 |
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134 if (clip) { |
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135 SDL_bool added = SDL_FALSE; |
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136 int clip_minx = clip->x; |
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137 int clip_miny = clip->y; |
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138 int clip_maxx = clip->x+clip->w-1; |
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139 int clip_maxy = clip->y+clip->h-1; |
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140 |
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141 for (i = 0; i < count; ++i) { |
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142 x = points[i].x; |
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143 y = points[i].y; |
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144 |
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145 if (x < clip_minx || x > clip_maxx || |
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146 y < clip_miny || y > clip_maxy) { |
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147 continue; |
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148 } |
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149 if (!added) { |
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150 minx = maxx = x; |
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151 miny = maxy = y; |
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152 added = SDL_TRUE; |
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153 continue; |
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154 } |
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155 if (x < minx) { |
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156 minx = x; |
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157 } else if (x > maxx) { |
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158 maxx = x; |
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159 } |
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160 if (y < miny) { |
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161 miny = y; |
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162 } else if (y > maxy) { |
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163 maxy = y; |
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164 } |
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165 } |
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166 if (!added) { |
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167 return SDL_FALSE; |
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168 } |
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169 } else { |
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170 /* No clipping, always add the first point */ |
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171 minx = maxx = points[0].x; |
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172 miny = maxy = points[0].y; |
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173 |
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174 for (i = 1; i < count; ++i) { |
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175 x = points[i].x; |
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176 y = points[i].y; |
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177 |
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178 if (x < minx) { |
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179 minx = x; |
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180 } else if (x > maxx) { |
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181 maxx = x; |
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182 } |
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183 if (y < miny) { |
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184 miny = y; |
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185 } else if (y > maxy) { |
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186 maxy = y; |
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187 } |
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188 } |
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189 } |
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190 |
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191 if (result) { |
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192 result->x = minx; |
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193 result->y = miny; |
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194 result->w = (maxx-minx)+1; |
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195 result->h = (maxy-miny)+1; |
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196 } |
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197 return SDL_TRUE; |
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198 } |
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199 |
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200 /* Use the Cohen-Sutherland algorithm for line clipping */ |
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201 #define CODE_BOTTOM 1 |
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202 #define CODE_TOP 2 |
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203 #define CODE_LEFT 4 |
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204 #define CODE_RIGHT 8 |
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205 |
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206 static int ComputeOutCode(const SDL_Rect * rect, int x, int y) |
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207 { |
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208 int code = 0; |
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209 if (y < 0) { |
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210 code |= CODE_TOP; |
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211 } else if (y >= rect->y + rect->h) { |
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212 code |= CODE_BOTTOM; |
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213 } |
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214 if (x < 0) { |
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215 code |= CODE_LEFT; |
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216 } else if (x >= rect->x + rect->w) { |
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217 code |= CODE_RIGHT; |
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218 } |
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219 return code; |
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220 } |
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221 |
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222 SDL_bool |
2920 | 223 SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, int *Y1, int *X2, |
224 int *Y2) | |
2909 | 225 { |
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226 int x = 0; |
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227 int y = 0; |
2909 | 228 int x1, y1; |
229 int x2, y2; | |
230 int rectx1; | |
231 int recty1; | |
232 int rectx2; | |
233 int recty2; | |
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234 int outcode1, outcode2; |
2909 | 235 |
236 if (!rect || !X1 || !Y1 || !X2 || !Y2) { | |
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237 return SDL_FALSE; |
2909 | 238 } |
239 | |
240 x1 = *X1; | |
241 y1 = *Y1; | |
242 x2 = *X2; | |
243 y2 = *Y2; | |
244 rectx1 = rect->x; | |
245 recty1 = rect->y; | |
246 rectx2 = rect->x + rect->w - 1; | |
247 recty2 = rect->y + rect->h - 1; | |
248 | |
249 /* Check to see if entire line is inside rect */ | |
250 if (x1 >= rectx1 && x1 <= rectx2 && x2 >= rectx1 && x2 <= rectx2 && | |
251 y1 >= recty1 && y1 <= recty2 && y2 >= recty1 && y2 <= recty2) { | |
252 return SDL_TRUE; | |
253 } | |
254 | |
2994
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Date: Sat, 3 Jan 2009 22:11:18 -0500
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255 /* Check to see if entire line is to one side of rect */ |
2909 | 256 if ((x1 < rectx1 && x2 < rectx1) || (x1 > rectx2 && x2 > rectx2) || |
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257 (y1 < recty1 && y2 < recty1) || (y1 > recty2 && y2 > recty2)) { |
2909 | 258 return SDL_FALSE; |
259 } | |
260 | |
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261 if (y1 == y2) { |
2909 | 262 /* Horizontal line, easy to clip */ |
263 if (x1 < rectx1) { | |
264 *X1 = rectx1; | |
265 } else if (x1 > rectx2) { | |
266 *X1 = rectx2; | |
267 } | |
268 if (x2 < rectx1) { | |
269 *X2 = rectx1; | |
270 } else if (x2 > rectx2) { | |
271 *X2 = rectx2; | |
272 } | |
273 return SDL_TRUE; | |
274 } | |
275 | |
276 if (x1 == x2) { | |
277 /* Vertical line, easy to clip */ | |
278 if (y1 < recty1) { | |
279 *Y1 = recty1; | |
280 } else if (y1 > recty2) { | |
281 *Y1 = recty2; | |
282 } | |
283 if (y2 < recty1) { | |
284 *Y2 = recty1; | |
285 } else if (y2 > recty2) { | |
286 *Y2 = recty2; | |
287 } | |
288 return SDL_TRUE; | |
289 } | |
290 | |
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291 /* More complicated Cohen-Sutherland algorithm */ |
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292 outcode1 = ComputeOutCode(rect, x1, y1); |
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293 outcode2 = ComputeOutCode(rect, x2, y2); |
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294 while (outcode1 || outcode2) { |
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295 if (outcode1 & outcode2) { |
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296 return SDL_FALSE; |
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297 } |
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298 |
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299 if (outcode1) { |
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300 if (outcode1 & CODE_TOP) { |
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301 y = recty1; |
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302 x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1); |
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303 } else if (outcode1 & CODE_BOTTOM) { |
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304 y = recty2; |
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305 x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1); |
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306 } else if (outcode1 & CODE_LEFT) { |
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307 x = rectx1; |
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308 y = y1 + ((y2 - y1) * (x - x1)) / (x2 - x1); |
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309 } else if (outcode1 & CODE_RIGHT) { |
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310 x = rectx2; |
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311 y = y1 + ((y2 - y1) * (x - x1)) / (x2 - x1); |
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312 } |
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313 x1 = x; |
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314 y1 = y; |
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315 outcode1 = ComputeOutCode(rect, x, y); |
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316 } else { |
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317 if (outcode2 & CODE_TOP) { |
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318 y = recty1; |
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319 x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1); |
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320 } else if (outcode2 & CODE_BOTTOM) { |
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321 y = recty2; |
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322 x = x1 + ((x2 - x1) * (y - y1)) / (y2 - y1); |
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323 } else if (outcode2 & CODE_LEFT) { |
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324 x = rectx1; |
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325 y = y1 + ((y2 - y1) * (x - x1)) / (x2 - x1); |
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326 } else if (outcode2 & CODE_RIGHT) { |
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327 x = rectx2; |
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328 y = y1 + ((y2 - y1) * (x - x1)) / (x2 - x1); |
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329 } |
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330 x2 = x; |
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331 y2 = y; |
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332 outcode2 = ComputeOutCode(rect, x, y); |
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333 } |
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334 } |
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335 *X1 = x1; |
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336 *Y1 = y1; |
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337 *X2 = x2; |
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338 *Y2 = y2; |
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339 return SDL_TRUE; |
2909 | 340 } |
341 | |
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342 /* vi: set ts=4 sw=4 expandtab: */ |