Mercurial > sdl-ios-xcode
view src/video/SDL_rect.c @ 2992:dbff5769d742
The core pointer is comprised of merging the inputs of all mice.
If there are other mice, they should show up in the device list, and
we want to report events from those devices instead of the core events.
However, if XInput isn't supported or we can't find other mice in the
device list, we'll add the core pointer and interpret normal mouse events.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 04 Jan 2009 18:29:20 +0000 |
parents | cdb01906cb7e |
children | 7563b99e9a49 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_video.h" #include "SDL_rect_c.h" SDL_bool SDL_HasIntersection(const SDL_Rect * A, const SDL_Rect * B) { int Amin, Amax, Bmin, Bmax; /* Horizontal intersection */ Amin = A->x; Amax = Amin + A->w; Bmin = B->x; Bmax = Bmin + B->w; if (Bmin > Amin) Amin = Bmin; if (Bmax < Amax) Amax = Bmax; if (Amax <= Amin) return SDL_FALSE; /* Vertical intersection */ Amin = A->y; Amax = Amin + A->h; Bmin = B->y; Bmax = Bmin + B->h; if (Bmin > Amin) Amin = Bmin; if (Bmax < Amax) Amax = Bmax; if (Amax <= Amin) return SDL_FALSE; return SDL_TRUE; } SDL_bool SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) { int Amin, Amax, Bmin, Bmax; /* Horizontal intersection */ Amin = A->x; Amax = Amin + A->w; Bmin = B->x; Bmax = Bmin + B->w; if (Bmin > Amin) Amin = Bmin; result->x = Amin; if (Bmax < Amax) Amax = Bmax; result->w = Amax - Amin; /* Vertical intersection */ Amin = A->y; Amax = Amin + A->h; Bmin = B->y; Bmax = Bmin + B->h; if (Bmin > Amin) Amin = Bmin; result->y = Amin; if (Bmax < Amax) Amax = Bmax; result->h = Amax - Amin; return !SDL_RectEmpty(result); } void SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result) { int Amin, Amax, Bmin, Bmax; /* Horizontal union */ Amin = A->x; Amax = Amin + A->w; Bmin = B->x; Bmax = Bmin + B->w; if (Bmin < Amin) Amin = Bmin; result->x = Amin; if (Bmax > Amax) Amax = Bmax; result->w = Amax - Amin; /* Vertical intersection */ Amin = A->y; Amax = Amin + A->h; Bmin = B->y; Bmax = Bmin + B->h; if (Bmin < Amin) Amin = Bmin; result->y = Amin; if (Bmax > Amax) Amax = Bmax; result->h = Amax - Amin; } SDL_bool SDL_IntersectRectAndLine(const SDL_Rect * rect, int *X1, int *Y1, int *X2, int *Y2) { int x1, y1; int x2, y2; int rectx1; int recty1; int rectx2; int recty2; if (!rect || !X1 || !Y1 || !X2 || !Y2) { SDL_FALSE; } x1 = *X1; y1 = *Y1; x2 = *X2; y2 = *Y2; rectx1 = rect->x; recty1 = rect->y; rectx2 = rect->x + rect->w - 1; recty2 = rect->y + rect->h - 1; /* Check to see if entire line is inside rect */ if (x1 >= rectx1 && x1 <= rectx2 && x2 >= rectx1 && x2 <= rectx2 && y1 >= recty1 && y1 <= recty2 && y2 >= recty1 && y2 <= recty2) { return SDL_TRUE; } /* Check to see if entire line is outside rect */ if ((x1 < rectx1 && x2 < rectx1) || (x1 > rectx2 && x2 > rectx2) || (y1 < recty1 && y2 < recty2) || (y1 > recty2 && y2 > recty2)) { return SDL_FALSE; } if (y1 = y2) { /* Horizontal line, easy to clip */ if (x1 < rectx1) { *X1 = rectx1; } else if (x1 > rectx2) { *X1 = rectx2; } if (x2 < rectx1) { *X2 = rectx1; } else if (x2 > rectx2) { *X2 = rectx2; } return SDL_TRUE; } if (x1 == x2) { /* Vertical line, easy to clip */ if (y1 < recty1) { *Y1 = recty1; } else if (y1 > recty2) { *Y1 = recty2; } if (y2 < recty1) { *Y2 = recty1; } else if (y2 > recty2) { *Y2 = recty2; } return SDL_TRUE; } /* FIXME: need code to clip diagonal line to rect */ return SDL_FALSE; } void SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect) { SDL_DirtyRect *dirty; /* FIXME: At what point is this optimization too expensive? */ for (dirty = list->list; dirty; dirty = dirty->next) { if (SDL_HasIntersection(&dirty->rect, rect)) { SDL_UnionRect(&dirty->rect, rect, &dirty->rect); return; } } if (list->free) { dirty = list->free; list->free = dirty->next; } else { dirty = (SDL_DirtyRect *) SDL_malloc(sizeof(*dirty)); if (!dirty) { return; } } dirty->rect = *rect; dirty->next = list->list; list->list = dirty; } void SDL_ClearDirtyRects(SDL_DirtyRectList * list) { SDL_DirtyRect *prev, *curr; /* Skip to the end of the free list */ prev = NULL; for (curr = list->free; curr; curr = curr->next) { prev = curr; } /* Add the list entries to the end */ if (prev) { prev->next = list->list; } else { list->free = list->list; } list->list = NULL; } void SDL_FreeDirtyRects(SDL_DirtyRectList * list) { while (list->list) { SDL_DirtyRect *elem = list->list; list->list = elem->next; SDL_free(elem); } while (list->free) { SDL_DirtyRect *elem = list->free; list->free = elem->next; SDL_free(elem); } } /* vi: set ts=4 sw=4 expandtab: */