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#include "Box.hpp"
#include <limits>
#include <algorithm>
wlr_box CBox::wlr() {
CBox rounded = roundInternal();
m_bWlrBox = wlr_box{(int)rounded.x, (int)rounded.y, (int)rounded.w, (int)rounded.h};
return m_bWlrBox;
}
wlr_box* CBox::pWlr() {
CBox rounded = roundInternal();
m_bWlrBox = wlr_box{(int)rounded.x, (int)rounded.y, (int)rounded.w, (int)rounded.h};
return &m_bWlrBox;
}
CBox& CBox::scale(double scale) {
x *= scale;
y *= scale;
w *= scale;
h *= scale;
return *this;
}
CBox& CBox::scale(const Vector2D& scale) {
x *= scale.x;
y *= scale.y;
w *= scale.x;
h *= scale.y;
return *this;
}
CBox& CBox::translate(const Vector2D& vec) {
x += vec.x;
y += vec.y;
return *this;
}
Vector2D CBox::middle() const {
return Vector2D{x + w / 2.0, y + h / 2.0};
}
bool CBox::containsPoint(const Vector2D& vec) const {
return VECINRECT(vec, x, y, x + w, y + h);
}
bool CBox::empty() const {
return w == 0 || h == 0;
}
CBox& CBox::applyFromWlr() {
x = m_bWlrBox.x;
y = m_bWlrBox.y;
w = m_bWlrBox.width;
h = m_bWlrBox.height;
return *this;
}
CBox& CBox::round() {
float newW = x + w - std::round(x);
float newH = y + h - std::round(y);
x = std::round(x);
y = std::round(y);
w = std::round(newW);
h = std::round(newH);
return *this;
}
CBox& CBox::transform(const wl_output_transform t, double w, double h) {
wlr_box_transform(&m_bWlrBox, pWlr(), t, w, h);
applyFromWlr();
return *this;
}
CBox& CBox::addExtents(const SWindowDecorationExtents& e) {
x -= e.topLeft.x;
y -= e.topLeft.y;
w += e.topLeft.x + e.bottomRight.x;
h += e.topLeft.y + e.bottomRight.y;
return *this;
}
CBox& CBox::scaleFromCenter(double scale) {
double oldW = w, oldH = h;
w *= scale;
h *= scale;
x -= (w - oldW) / 2.0;
y -= (h - oldH) / 2.0;
return *this;
}
CBox& CBox::expand(const double& value) {
x -= value;
y -= value;
w += value * 2.0;
h += value * 2.0;
if (w <= 0 || h <= 0) {
w = 0;
h = 0;
}
return *this;
}
CBox& CBox::noNegativeSize() {
w = std::clamp(w, 0.0, std::numeric_limits<double>::infinity());
h = std::clamp(h, 0.0, std::numeric_limits<double>::infinity());
return *this;
}
CBox CBox::intersection(const CBox& other) const {
const float newX = std::max(x, other.x);
const float newY = std::max(y, other.y);
const float newBottom = std::min(y + h, other.y + other.h);
const float newRight = std::min(x + w, other.x + other.w);
float newW = newRight - newX;
float newH = newBottom - newY;
if (newW <= 0 || newH <= 0) {
newW = 0;
newH = 0;
}
return {newX, newY, newW, newH};
}
bool CBox::overlaps(const CBox& other) const {
return (other.x + other.w >= x) && (x + w >= other.x) && (other.y + other.h >= y) && (y + h >= other.y);
}
bool CBox::inside(const CBox& bound) const {
return bound.x < x && bound.y < y && x + w < bound.x + bound.w && y + h < bound.y + bound.h;
}
CBox CBox::roundInternal() {
float newW = x + w - std::floor(x);
float newH = y + h - std::floor(y);
return CBox{std::floor(x), std::floor(y), std::floor(newW), std::floor(newH)};
}
CBox CBox::copy() const {
return CBox{*this};
}
Vector2D CBox::pos() const {
return {x, y};
}
Vector2D CBox::size() const {
return {w, h};
}
Vector2D CBox::closestPoint(const Vector2D& vec) const {
if (containsPoint(vec))
return vec;
Vector2D nv = vec;
nv.x = std::clamp(nv.x, x, x + w);
nv.y = std::clamp(nv.y, y, y + h);
return nv;
}
SWindowDecorationExtents CBox::extentsFrom(const CBox& small) {
return {{small.x - x, small.y - y}, {w - small.w - (small.x - x), h - small.h - (small.y - y)}};
}
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