bsnes/hiro/core/geometry.cpp

113 lines
2.3 KiB
C++
Executable File

#if defined(Hiro_Geometry)
Geometry::Geometry() {
setGeometry(0, 0, 0, 0);
}
Geometry::Geometry(Position position, Size size) {
setGeometry(position, size);
}
Geometry::Geometry(float x, float y, float width, float height) {
setGeometry(x, y, width, height);
}
Geometry::operator bool() const {
return state.x || state.y || state.width || state.height;
}
auto Geometry::operator==(const Geometry& source) const -> bool {
return x() == source.x() && y() == source.y() && width() == source.width() && height() == source.height();
}
auto Geometry::operator!=(const Geometry& source) const -> bool {
return !operator==(source);
}
auto Geometry::height() const -> float {
return state.height;
}
auto Geometry::position() const -> Position {
return {state.x, state.y};
}
auto Geometry::reset() -> type& {
return setGeometry(0, 0, 0, 0);
}
auto Geometry::setHeight(float height) -> type& {
state.height = height;
return *this;
}
auto Geometry::setGeometry(Geometry geometry) -> type& {
return setGeometry(geometry.x(), geometry.y(), geometry.width(), geometry.height());
}
auto Geometry::setGeometry(Position position, Size size) -> type& {
setGeometry(position.x(), position.y(), size.width(), size.height());
return *this;
}
auto Geometry::setGeometry(float x, float y, float width, float height) -> type& {
state.x = x;
state.y = y;
state.width = width;
state.height = height;
return *this;
}
auto Geometry::setPosition(Position position) -> type& {
return setPosition(position.x(), position.y());
}
auto Geometry::setPosition(float x, float y) -> type& {
state.x = x;
state.y = y;
return *this;
}
auto Geometry::setSize(Size size) -> type& {
return setSize(size.width(), size.height());
}
auto Geometry::setSize(float width, float height) -> type& {
state.width = width;
state.height = height;
return *this;
}
auto Geometry::setWidth(float width) -> type& {
state.width = width;
return *this;
}
auto Geometry::setX(float x) -> type& {
state.x = x;
return *this;
}
auto Geometry::setY(float y) -> type& {
state.y = y;
return *this;
}
auto Geometry::size() const -> Size {
return {state.width, state.height};
}
auto Geometry::width() const -> float {
return state.width;
}
auto Geometry::x() const -> float {
return state.x;
}
auto Geometry::y() const -> float {
return state.y;
}
#endif