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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __SCREENRECT_H__
- #define __SCREENRECT_H__
- /*
- ================================================================================================
- idScreenRect
- idScreenRect gets carried around with each drawSurf, so it makes sense
- to keep it compact, instead of just using the idBounds class
- ================================================================================================
- */
- class idScreenRect {
- public:
- // Inclusive pixel bounds inside viewport
- short x1;
- short y1;
- short x2;
- short y2;
- // for depth bounds test
- float zmin;
- float zmax;
- // clear to backwards values
- void Clear();
- bool IsEmpty() const;
- short GetWidth() const { return x2 - x1 + 1; }
- short GetHeight() const { return y2 - y1 + 1; }
- int GetArea() const { return ( x2 - x1 + 1 ) * ( y2 - y1 + 1 ); }
- // expand by one pixel each way to fix roundoffs
- void Expand();
- // adds a point
- void AddPoint( float x, float y );
- void Intersect( const idScreenRect &rect );
- void Union( const idScreenRect &rect );
- bool Equals( const idScreenRect &rect ) const;
- };
- void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex );
- #endif /* !__SCREENRECT_H__ */
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