mirror of https://github.com/bsnes-emu/bsnes.git
113 lines
2.3 KiB
C++
113 lines
2.3 KiB
C++
#if defined(Hiro_Geometry)
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Geometry::Geometry() {
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setGeometry(0, 0, 0, 0);
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}
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Geometry::Geometry(Position position, Size size) {
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setGeometry(position, size);
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}
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Geometry::Geometry(float x, float y, float width, float height) {
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setGeometry(x, y, width, height);
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}
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Geometry::operator bool() const {
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return state.x || state.y || state.width || state.height;
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}
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auto Geometry::operator==(const Geometry& source) const -> bool {
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return x() == source.x() && y() == source.y() && width() == source.width() && height() == source.height();
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}
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auto Geometry::operator!=(const Geometry& source) const -> bool {
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return !operator==(source);
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}
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auto Geometry::height() const -> float {
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return state.height;
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}
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auto Geometry::position() const -> Position {
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return {state.x, state.y};
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}
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auto Geometry::reset() -> type& {
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return setGeometry(0, 0, 0, 0);
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}
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auto Geometry::setHeight(float height) -> type& {
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state.height = height;
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return *this;
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}
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auto Geometry::setGeometry(Geometry geometry) -> type& {
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return setGeometry(geometry.x(), geometry.y(), geometry.width(), geometry.height());
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}
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auto Geometry::setGeometry(Position position, Size size) -> type& {
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setGeometry(position.x(), position.y(), size.width(), size.height());
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return *this;
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}
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auto Geometry::setGeometry(float x, float y, float width, float height) -> type& {
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state.x = x;
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state.y = y;
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state.width = width;
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state.height = height;
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return *this;
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}
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auto Geometry::setPosition(Position position) -> type& {
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return setPosition(position.x(), position.y());
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}
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auto Geometry::setPosition(float x, float y) -> type& {
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state.x = x;
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state.y = y;
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return *this;
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}
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auto Geometry::setSize(Size size) -> type& {
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return setSize(size.width(), size.height());
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}
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auto Geometry::setSize(float width, float height) -> type& {
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state.width = width;
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state.height = height;
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return *this;
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}
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auto Geometry::setWidth(float width) -> type& {
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state.width = width;
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return *this;
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}
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auto Geometry::setX(float x) -> type& {
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state.x = x;
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return *this;
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}
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auto Geometry::setY(float y) -> type& {
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state.y = y;
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return *this;
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}
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auto Geometry::size() const -> Size {
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return {state.width, state.height};
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}
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auto Geometry::width() const -> float {
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return state.width;
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}
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auto Geometry::x() const -> float {
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return state.x;
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}
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auto Geometry::y() const -> float {
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return state.y;
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}
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#endif
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