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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
507 lines
18 KiB
C
507 lines
18 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryRect
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*
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* Some helper functions for managing rectangles and 2D points, in both
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* interger and floating point versions.
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*/
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#ifndef SDL_rect_h_
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#define SDL_rect_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* The structure that defines a point (using integers).
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_GetRectEnclosingPoints
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* \sa SDL_PointInRect
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*/
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typedef struct SDL_Point
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{
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int x;
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int y;
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} SDL_Point;
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/**
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* The structure that defines a point (using floating point values).
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_GetRectEnclosingPointsFloat
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* \sa SDL_PointInRectFloat
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*/
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typedef struct SDL_FPoint
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{
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float x;
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float y;
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} SDL_FPoint;
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/**
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* A rectangle, with the origin at the upper left (using integers).
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_RectEmpty
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* \sa SDL_RectsEqual
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* \sa SDL_HasRectIntersection
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* \sa SDL_GetRectIntersection
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* \sa SDL_GetRectAndLineIntersection
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* \sa SDL_GetRectUnion
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* \sa SDL_GetRectEnclosingPoints
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*/
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typedef struct SDL_Rect
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{
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int x, y;
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int w, h;
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} SDL_Rect;
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/**
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* A rectangle, with the origin at the upper left (using floating point
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* values).
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_RectEmptyFloat
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* \sa SDL_RectsEqualFloat
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* \sa SDL_RectsEqualEpsilon
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* \sa SDL_HasRectIntersectionFloat
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* \sa SDL_GetRectIntersectionFloat
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* \sa SDL_GetRectAndLineIntersectionFloat
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* \sa SDL_GetRectUnionFloat
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* \sa SDL_GetRectEnclosingPointsFloat
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* \sa SDL_PointInRectFloat
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*/
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typedef struct SDL_FRect
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{
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float x;
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float y;
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float w;
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float h;
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} SDL_FRect;
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/**
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* Convert an SDL_Rect to SDL_FRect
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*
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* \param rect a pointer to an SDL_Rect.
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* \param frect a pointer filled in with the floating point representation of
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* `rect`.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE void SDL_RectToFRect(const SDL_Rect *rect, SDL_FRect *frect)
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{
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frect->x = (float)rect->x;
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frect->y = (float)rect->y;
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frect->w = (float)rect->w;
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frect->h = (float)rect->h;
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}
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/**
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* Determine whether a point resides inside a rectangle.
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*
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* A point is considered part of a rectangle if both `p` and `r` are not NULL,
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* and `p`'s x and y coordinates are >= to the rectangle's top left corner,
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* and < the rectangle's x+w and y+h. So a 1x1 rectangle considers point (0,0)
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* as "inside" and (0,1) as not.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param p the point to test.
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* \param r the rectangle to test.
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* \returns SDL_TRUE if `p` is contained by `r`, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
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{
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return ( p && r && (p->x >= r->x) && (p->x < (r->x + r->w)) &&
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(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether a rectangle has no area.
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*
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* A rectangle is considered "empty" for this function if `r` is NULL, or if
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* `r`'s width and/or height are <= 0.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param r the rectangle to test.
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* \returns SDL_TRUE if the rectangle is "empty", SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
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{
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return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether two rectangles are equal.
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*
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* Rectangles are considered equal if both are not NULL and each of their x,
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* y, width and height match.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param a the first rectangle to test.
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* \param b the second rectangle to test.
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* \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE SDL_bool SDL_RectsEqual(const SDL_Rect *a, const SDL_Rect *b)
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{
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return (a && b && (a->x == b->x) && (a->y == b->y) &&
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(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether two rectangles intersect.
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*
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* If either pointer is NULL the function will return SDL_FALSE.
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*
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* \param A an SDL_Rect structure representing the first rectangle.
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* \param B an SDL_Rect structure representing the second rectangle.
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* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetRectIntersection
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersection(const SDL_Rect *A, const SDL_Rect *B);
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/**
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* Calculate the intersection of two rectangles.
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*
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* If `result` is NULL then this function will return SDL_FALSE.
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*
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* \param A an SDL_Rect structure representing the first rectangle.
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* \param B an SDL_Rect structure representing the second rectangle.
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* \param result an SDL_Rect structure filled in with the intersection of
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* rectangles `A` and `B`.
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* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_HasRectIntersection
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersection(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result);
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/**
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* Calculate the union of two rectangles.
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*
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* \param A an SDL_Rect structure representing the first rectangle.
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* \param B an SDL_Rect structure representing the second rectangle.
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* \param result an SDL_Rect structure filled in with the union of rectangles
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* `A` and `B`.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectUnion(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result);
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/**
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* Calculate a minimal rectangle enclosing a set of points.
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*
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* If `clip` is not NULL then only points inside of the clipping rectangle are
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* considered.
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*
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* \param points an array of SDL_Point structures representing points to be
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* enclosed.
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* \param count the number of structures in the `points` array.
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* \param clip an SDL_Rect used for clipping or NULL to enclose all points.
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* \param result an SDL_Rect structure filled in with the minimal enclosing
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* rectangle.
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* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
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* points were outside of the clipping rectangle.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPoints(const SDL_Point *points, int count, const SDL_Rect *clip, SDL_Rect *result);
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/**
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* Calculate the intersection of a rectangle and line segment.
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*
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* This function is used to clip a line segment to a rectangle. A line segment
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* contained entirely within the rectangle or that does not intersect will
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* remain unchanged. A line segment that crosses the rectangle at either or
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* both ends will be clipped to the boundary of the rectangle and the new
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* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
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*
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* \param rect an SDL_Rect structure representing the rectangle to intersect.
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* \param X1 a pointer to the starting X-coordinate of the line.
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* \param Y1 a pointer to the starting Y-coordinate of the line.
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* \param X2 a pointer to the ending X-coordinate of the line.
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* \param Y2 a pointer to the ending Y-coordinate of the line.
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* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersection(const SDL_Rect *rect, int *X1, int *Y1, int *X2, int *Y2);
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/* SDL_FRect versions... */
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/**
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* Determine whether a point resides inside a floating point rectangle.
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*
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* A point is considered part of a rectangle if both `p` and `r` are not NULL,
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* and `p`'s x and y coordinates are >= to the rectangle's top left corner,
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* and <= the rectangle's x+w and y+h. So a 1x1 rectangle considers point
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* (0,0) and (0,1) as "inside" and (0,2) as not.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param p the point to test.
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* \param r the rectangle to test.
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* \returns SDL_TRUE if `p` is contained by `r`, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE SDL_bool SDL_PointInRectFloat(const SDL_FPoint *p, const SDL_FRect *r)
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{
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return ( p && r && (p->x >= r->x) && (p->x <= (r->x + r->w)) &&
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(p->y >= r->y) && (p->y <= (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether a floating point rectangle can contain any point.
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*
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* A rectangle is considered "empty" for this function if `r` is NULL, or if
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* `r`'s width and/or height are < 0.0f.
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*
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* Note that this is a forced-inline function in a header, and not a public
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* API function available in the SDL library (which is to say, the code is
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* embedded in the calling program and the linker and dynamic loader will not
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* be able to find this function inside SDL itself).
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*
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* \param r the rectangle to test.
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* \returns SDL_TRUE if the rectangle is "empty", SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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SDL_FORCE_INLINE SDL_bool SDL_RectEmptyFloat(const SDL_FRect *r)
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{
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return ((!r) || (r->w < 0.0f) || (r->h < 0.0f)) ? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether two floating point rectangles are equal, within some
|
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* given epsilon.
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*
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* Rectangles are considered equal if both are not NULL and each of their x,
|
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* y, width and height are within `epsilon` of each other. If you don't know
|
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* what value to use for `epsilon`, you should call the SDL_RectsEqualFloat
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* function instead.
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*
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* Note that this is a forced-inline function in a header, and not a public
|
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* API function available in the SDL library (which is to say, the code is
|
|
* embedded in the calling program and the linker and dynamic loader will not
|
|
* be able to find this function inside SDL itself).
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*
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* \param a the first rectangle to test.
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* \param b the second rectangle to test.
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* \param epsilon the epsilon value for comparison.
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* \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_RectsEqualFloat
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*/
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SDL_FORCE_INLINE SDL_bool SDL_RectsEqualEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
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{
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return (a && b && ((a == b) ||
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((SDL_fabsf(a->x - b->x) <= epsilon) &&
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(SDL_fabsf(a->y - b->y) <= epsilon) &&
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(SDL_fabsf(a->w - b->w) <= epsilon) &&
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(SDL_fabsf(a->h - b->h) <= epsilon))))
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? SDL_TRUE : SDL_FALSE;
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}
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/**
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* Determine whether two floating point rectangles are equal, within a default
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* epsilon.
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*
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* Rectangles are considered equal if both are not NULL and each of their x,
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* y, width and height are within SDL_FLT_EPSILON of each other. This is often
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* a reasonable way to compare two floating point rectangles and deal with the
|
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* slight precision variations in floating point calculations that tend to pop
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* up.
|
|
*
|
|
* Note that this is a forced-inline function in a header, and not a public
|
|
* API function available in the SDL library (which is to say, the code is
|
|
* embedded in the calling program and the linker and dynamic loader will not
|
|
* be able to find this function inside SDL itself).
|
|
*
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* \param a the first rectangle to test.
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|
* \param b the second rectangle to test.
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* \returns SDL_TRUE if the rectangles are equal, SDL_FALSE otherwise.
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|
*
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|
* \threadsafety It is safe to call this function from any thread.
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|
*
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|
* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_RectsEqualEpsilon
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|
*/
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|
SDL_FORCE_INLINE SDL_bool SDL_RectsEqualFloat(const SDL_FRect *a, const SDL_FRect *b)
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{
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return SDL_RectsEqualEpsilon(a, b, SDL_FLT_EPSILON);
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}
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|
|
/**
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* Determine whether two rectangles intersect with float precision.
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*
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* If either pointer is NULL the function will return SDL_FALSE.
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*
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* \param A an SDL_FRect structure representing the first rectangle.
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|
* \param B an SDL_FRect structure representing the second rectangle.
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* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
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|
*
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|
* \since This function is available since SDL 3.0.0.
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|
*
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|
* \sa SDL_GetRectIntersection
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|
*/
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|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B);
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|
|
/**
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|
* Calculate the intersection of two rectangles with float precision.
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*
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|
* If `result` is NULL then this function will return SDL_FALSE.
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|
*
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|
* \param A an SDL_FRect structure representing the first rectangle.
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|
* \param B an SDL_FRect structure representing the second rectangle.
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|
* \param result an SDL_FRect structure filled in with the intersection of
|
|
* rectangles `A` and `B`.
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|
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
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|
* \sa SDL_HasRectIntersectionFloat
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result);
|
|
|
|
/**
|
|
* Calculate the union of two rectangles with float precision.
|
|
*
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|
* \param A an SDL_FRect structure representing the first rectangle.
|
|
* \param B an SDL_FRect structure representing the second rectangle.
|
|
* \param result an SDL_FRect structure filled in with the union of rectangles
|
|
* `A` and `B`.
|
|
* \returns SDL_TRUE on success or SDL_FALSE on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectUnionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result);
|
|
|
|
/**
|
|
* Calculate a minimal rectangle enclosing a set of points with float
|
|
* precision.
|
|
*
|
|
* If `clip` is not NULL then only points inside of the clipping rectangle are
|
|
* considered.
|
|
*
|
|
* \param points an array of SDL_FPoint structures representing points to be
|
|
* enclosed.
|
|
* \param count the number of structures in the `points` array.
|
|
* \param clip an SDL_FRect used for clipping or NULL to enclose all points.
|
|
* \param result an SDL_FRect structure filled in with the minimal enclosing
|
|
* rectangle.
|
|
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
|
|
* points were outside of the clipping rectangle.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPointsFloat(const SDL_FPoint *points, int count, const SDL_FRect *clip, SDL_FRect *result);
|
|
|
|
/**
|
|
* Calculate the intersection of a rectangle and line segment with float
|
|
* precision.
|
|
*
|
|
* This function is used to clip a line segment to a rectangle. A line segment
|
|
* contained entirely within the rectangle or that does not intersect will
|
|
* remain unchanged. A line segment that crosses the rectangle at either or
|
|
* both ends will be clipped to the boundary of the rectangle and the new
|
|
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
|
|
*
|
|
* \param rect an SDL_FRect structure representing the rectangle to intersect.
|
|
* \param X1 a pointer to the starting X-coordinate of the line.
|
|
* \param Y1 a pointer to the starting Y-coordinate of the line.
|
|
* \param X2 a pointer to the ending X-coordinate of the line.
|
|
* \param Y2 a pointer to the ending Y-coordinate of the line.
|
|
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersectionFloat(const SDL_FRect *rect, float *X1, float *Y1, float *X2, float *Y2);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_rect_h_ */
|