mirror of
https://github.com/RGBCube/serenity
synced 2025-07-25 20:37:35 +00:00
LibGfx: Add Gfx::Quad<T> to represent arbitrary quadrilaterals
This comes with a very barebones API for now. You can ask for the bounding rect of the quad, and also check if a point is inside of it.
This commit is contained in:
parent
1f346a490b
commit
5d8f4ab878
2 changed files with 60 additions and 0 deletions
|
@ -41,6 +41,9 @@ class Size;
|
||||||
template<typename T>
|
template<typename T>
|
||||||
class Rect;
|
class Rect;
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
class Quad;
|
||||||
|
|
||||||
using IntLine = Line<int>;
|
using IntLine = Line<int>;
|
||||||
using FloatLine = Line<float>;
|
using FloatLine = Line<float>;
|
||||||
|
|
||||||
|
@ -53,6 +56,8 @@ using FloatPoint = Point<float>;
|
||||||
using IntSize = Size<int>;
|
using IntSize = Size<int>;
|
||||||
using FloatSize = Size<float>;
|
using FloatSize = Size<float>;
|
||||||
|
|
||||||
|
using FloatQuad = Quad<float>;
|
||||||
|
|
||||||
enum class BitmapFormat;
|
enum class BitmapFormat;
|
||||||
enum class ColorRole;
|
enum class ColorRole;
|
||||||
enum class TextAlignment;
|
enum class TextAlignment;
|
||||||
|
|
55
Userland/Libraries/LibGfx/Quad.h
Normal file
55
Userland/Libraries/LibGfx/Quad.h
Normal file
|
@ -0,0 +1,55 @@
|
||||||
|
/*
|
||||||
|
* Copyright (c) 2022, Andreas Kling <kling@serenityos.org>
|
||||||
|
*
|
||||||
|
* SPDX-License-Identifier: BSD-2-Clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <LibGfx/Point.h>
|
||||||
|
#include <LibGfx/Triangle.h>
|
||||||
|
|
||||||
|
namespace Gfx {
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
class Quad {
|
||||||
|
public:
|
||||||
|
Quad(Point<T> p1, Point<T> p2, Point<T> p3, Point<T> p4)
|
||||||
|
: m_p1(p1)
|
||||||
|
, m_p2(p2)
|
||||||
|
, m_p3(p3)
|
||||||
|
, m_p4(p4)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
Point<T> const& p1() const { return m_p1; }
|
||||||
|
Point<T> const& p2() const { return m_p2; }
|
||||||
|
Point<T> const& p3() const { return m_p3; }
|
||||||
|
Point<T> const& p4() const { return m_p4; }
|
||||||
|
|
||||||
|
Rect<T> bounding_rect() const
|
||||||
|
{
|
||||||
|
auto top = min(min(m_p1.y(), m_p2.y()), min(m_p3.y(), m_p4.y()));
|
||||||
|
auto right = max(max(m_p1.x(), m_p2.x()), max(m_p3.x(), m_p4.x()));
|
||||||
|
auto bottom = max(max(m_p1.y(), m_p2.y()), max(m_p3.y(), m_p4.y()));
|
||||||
|
auto left = min(min(m_p1.x(), m_p2.x()), min(m_p3.x(), m_p4.x()));
|
||||||
|
return { left, top, right - left, bottom - top };
|
||||||
|
}
|
||||||
|
|
||||||
|
bool contains(Point<T> point) const
|
||||||
|
{
|
||||||
|
// FIXME: There's probably a smarter way to do this.
|
||||||
|
return Triangle(m_p1, m_p2, m_p3).contains(point)
|
||||||
|
|| Triangle(m_p1, m_p3, m_p4).contains(point)
|
||||||
|
|| Triangle(m_p2, m_p4, m_p1).contains(point)
|
||||||
|
|| Triangle(m_p2, m_p4, m_p3).contains(point);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
Point<T> m_p1;
|
||||||
|
Point<T> m_p2;
|
||||||
|
Point<T> m_p3;
|
||||||
|
Point<T> m_p4;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
Loading…
Add table
Add a link
Reference in a new issue