/* GRAPHITE2 LICENSING Copyright 2010, SIL International All rights reserved. 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 License, or (at your option) any later version. This program 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 also have received a copy of the GNU Lesser General Public License along with this library in the file named "LICENSE". If not, write to the Free Software Foundation, 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA or visit their web page on the internet at http://www.fsf.org/licenses/lgpl.html. Alternatively, the contents of this file may be used under the terms of the Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public License, as published by the Free Software Foundation, either version 2 of the License or (at your option) any later version. */ #include "inc/Position.h" #include using namespace graphite2; bool Rect::hitTest(Rect &other) { if (bl.x > other.tr.x) return false; if (tr.x < other.bl.x) return false; if (bl.y > other.tr.y) return false; if (tr.y < other.bl.y) return false; return true; } Position Rect::overlap(Position &offset, Rect &other, Position &othero) { float ax = (bl.x + offset.x) - (other.tr.x + othero.x); float ay = (bl.y + offset.y) - (other.tr.y + othero.y); float bx = (other.bl.x + othero.x) - (tr.x + offset.x); float by = (other.bl.y + othero.y) - (tr.y + offset.y); return Position((ax > bx ? ax : bx), (ay > by ? ay : by)); } float boundmin(float move, float lim1, float lim2, float &error) { // error is always positive for easy comparison if (move < lim1 && move < lim2) { error = 0.; return move; } else if (lim1 < lim2) { error = std::fabs(move - lim1); return lim1; } else { error = std::fabs(move - lim2); return lim2; } } #if 0 Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox) { // a = max, i = min, s = sum, d = diff float eax, eay, eix, eiy, eas, eis, ead, eid; float beste = INF; Position res; // calculate the movements in each direction and the error (amount of remaining overlap) // first param is movement, second and third are movement over the constraining box float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax); float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay); float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix); float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy); float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas); float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis); float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead); float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid); if (eax < beste) { res = Position(ax, 0); beste = eax; } if (eay < beste) { res = Position(0, ay); beste = eay; } if (eix < beste) { res = Position(ix, 0); beste = eix; } if (eiy < beste) { res = Position(0, iy); beste = eiy; } if (SQRT2 * (eas) < beste) { res = Position(as, ad); beste = SQRT2 * (eas); } if (SQRT2 * (eis) < beste) { res = Position(is, is); beste = SQRT2 * (eis); } if (SQRT2 * (ead) < beste) { res = Position(ad, ad); beste = SQRT2 * (ead); } if (SQRT2 * (eid) < beste) { res = Position(id, id); beste = SQRT2 * (eid); } return res; } #endif