/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #pragma once #include #include namespace basegfx { /** Base class for all Points/Vectors with three sal_Int32 values This class provides all methods common to Point and Vector classes which are derived from here. @derive Use this class to implement Points or Vectors which are based on three sal_Int32 values */ class SAL_WARN_UNUSED BASEGFX_DLLPUBLIC B3ITuple { protected: sal_Int32 mnX; sal_Int32 mnY; sal_Int32 mnZ; public: /** Create a 3D Tuple The tuple is initialized to (0, 0, 0) */ B3ITuple() : mnX(0), mnY(0), mnZ(0) {} /** Create a 3D Tuple @param nX This parameter is used to initialize the X-coordinate of the 3D Tuple. @param nY This parameter is used to initialize the Y-coordinate of the 3D Tuple. @param nZ This parameter is used to initialize the Z-coordinate of the 3D Tuple. */ B3ITuple(sal_Int32 nX, sal_Int32 nY, sal_Int32 nZ) : mnX(nX), mnY(nY), mnZ(nZ) {} /// get X-Coordinate of 3D Tuple sal_Int32 getX() const { return mnX; } /// get Y-Coordinate of 3D Tuple sal_Int32 getY() const { return mnY; } /// Array-access to 3D Tuple const sal_Int32& operator[] (int nPos) const { // Here, normally two if(...)'s should be used. In the assumption that // both sal_Int32 members can be accessed as an array a shortcut is used here. // if(0 == nPos) return mnX; if(1 == nPos) return mnY; return mnZ; return *((&mnX) + nPos); } /// Array-access to 3D Tuple sal_Int32& operator[] (int nPos) { // Here, normally two if(...)'s should be used. In the assumption that // both sal_Int32 members can be accessed as an array a shortcut is used here. // if(0 == nPos) return mnX; if(1 == nPos) return mnY; return mnZ; return *((&mnX) + nPos); } // operators B3ITuple& operator+=( const B3ITuple& rTup ) { mnX += rTup.mnX; mnY += rTup.mnY; mnZ += rTup.mnZ; return *this; } B3ITuple& operator-=( const B3ITuple& rTup ) { mnX -= rTup.mnX; mnY -= rTup.mnY; mnZ -= rTup.mnZ; return *this; } B3ITuple& operator/=( const B3ITuple& rTup ) { mnX /= rTup.mnX; mnY /= rTup.mnY; mnZ /= rTup.mnZ; return *this; } B3ITuple& operator*=( const B3ITuple& rTup ) { mnX *= rTup.mnX; mnY *= rTup.mnY; mnZ *= rTup.mnZ; return *this; } B3ITuple& operator*=(sal_Int32 t) { mnX *= t; mnY *= t; mnZ *= t; return *this; } B3ITuple& operator/=(sal_Int32 t) { mnX /= t; mnY /= t; mnZ /= t; return *this; } B3ITuple operator-(void) const { return B3ITuple(-mnX, -mnY, -mnZ); } bool operator==( const B3ITuple& rTup ) const { return this == &rTup || (rTup.mnX == mnX && rTup.mnY == mnY && rTup.mnZ == mnZ); } bool operator!=( const B3ITuple& rTup ) const { return !(*this == rTup); } }; } // end of namespace basegfx /* vim:set shiftwidth=4 softtabstop=4 expandtab: */