ScreenRect.h 2.7 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #ifndef __SCREENRECT_H__
  21. #define __SCREENRECT_H__
  22. /*
  23. ================================================================================================
  24. idScreenRect
  25. idScreenRect gets carried around with each drawSurf, so it makes sense
  26. to keep it compact, instead of just using the idBounds class
  27. ================================================================================================
  28. */
  29. class idScreenRect {
  30. public:
  31. // Inclusive pixel bounds inside viewport
  32. short x1;
  33. short y1;
  34. short x2;
  35. short y2;
  36. // for depth bounds test
  37. float zmin;
  38. float zmax;
  39. // clear to backwards values
  40. void Clear();
  41. bool IsEmpty() const;
  42. short GetWidth() const { return x2 - x1 + 1; }
  43. short GetHeight() const { return y2 - y1 + 1; }
  44. int GetArea() const { return ( x2 - x1 + 1 ) * ( y2 - y1 + 1 ); }
  45. // expand by one pixel each way to fix roundoffs
  46. void Expand();
  47. // adds a point
  48. void AddPoint( float x, float y );
  49. void Intersect( const idScreenRect &rect );
  50. void Union( const idScreenRect &rect );
  51. bool Equals( const idScreenRect &rect ) const;
  52. };
  53. void R_ShowColoredScreenRect( const idScreenRect &rect, int colorIndex );
  54. #endif /* !__SCREENRECT_H__ */