pjs/gfx/thebes/gfxQuad.h

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Oracle Corporation.
* Portions created by the Initial Developer are Copyright (C) 2005
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Matt Woodrow <mwoodrow@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
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* decision by deleting the provisions above and replace them with the notice
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* ***** END LICENSE BLOCK ***** */
#ifndef GFX_QUAD_H
#define GFX_QUAD_H
#include "gfxTypes.h"
#include "gfxLineSegment.h"
struct THEBES_API gfxQuad {
gfxQuad(const gfxPoint& aOne, const gfxPoint& aTwo, const gfxPoint& aThree, const gfxPoint& aFour)
{
mPoints[0] = aOne;
mPoints[1] = aTwo;
mPoints[2] = aThree;
mPoints[3] = aFour;
}
bool Contains(const gfxPoint& aPoint)
{
return (gfxLineSegment(mPoints[0], mPoints[1]).PointsOnSameSide(aPoint, mPoints[2]) &&
gfxLineSegment(mPoints[1], mPoints[2]).PointsOnSameSide(aPoint, mPoints[3]) &&
gfxLineSegment(mPoints[2], mPoints[3]).PointsOnSameSide(aPoint, mPoints[0]) &&
gfxLineSegment(mPoints[3], mPoints[0]).PointsOnSameSide(aPoint, mPoints[1]));
}
gfxRect GetBounds()
{
gfxFloat min_x, max_x;
gfxFloat min_y, max_y;
min_x = max_x = mPoints[0].x;
min_y = max_y = mPoints[0].y;
for (int i=1; i<4; i++) {
min_x = NS_MIN(mPoints[i].x, min_x);
max_x = NS_MAX(mPoints[i].x, max_x);
min_y = NS_MIN(mPoints[i].y, min_y);
max_y = NS_MAX(mPoints[i].y, max_y);
}
return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y);
}
gfxPoint mPoints[4];
};
#endif /* GFX_QUAD_H */