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/* -*- 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 <sal/types.h>
#include <basegfx/basegfxdllapi.h>
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: */
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