/usr/include/cegui-0.8.4/CEGUI/CoordConverter.h is in libcegui-mk2-dev 0.8.4+dfsg-4ubuntu1.
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created: Sun Sep 18 2005
author: Paul D Turner <paul@cegui.org.uk>
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUICoordConverter_h_
#define _CEGUICoordConverter_h_
#include "CEGUI/UDim.h"
#include "CEGUI/Vector.h"
#include "CEGUI/Size.h"
#include "CEGUI/Rect.h"
// Start of CEGUI namespace section
namespace CEGUI
{
/*!
\brief
Utility class that helps in converting various types of co-ordinate between
absolute screen positions and positions offset from the top-left corner of
a given Window object.
*/
class CEGUIEXPORT CoordConverter
{
public:
/*!
\brief
Static method used to return a float value rounded to the nearest integer.
This method is used throughout the library to ensure that elements are
kept at integer pixel positions on the display if user wishes so.
\param x
Expression to be rounded to nearest whole number
\return
\a x after having been rounded
\see Node::setPixelAligned
*/
inline static float alignToPixels(float x)
{
return (float)(int)(( x ) + (( x ) > 0.0f ? 0.5f : -0.5f));
}
/*!
\brief
converts given UDim to absolute value
*/
inline static float asAbsolute(const UDim& u, float base, bool pixelAlign = true)
{
return pixelAlign ? alignToPixels(base * u.d_scale + u.d_offset) : base * u.d_scale + u.d_offset;
}
/*!
\brief
converts given UDim to relative value
*/
inline static float asRelative(const UDim& u, float base)
{
return (base != 0.0f) ? u.d_offset / base + u.d_scale : 0.0f;
}
/*!
\brief
converts given Vector2<UDim> to absolute Vector2f
*/
inline static Vector2f asAbsolute(const Vector2<UDim>& v, const Sizef& base, bool pixelAlign = true)
{
return Vector2f(asAbsolute(v.d_x, base.d_width, pixelAlign), asAbsolute(v.d_y, base.d_height, pixelAlign));
}
/*!
\brief
converts given Vector2<UDim> to relative Vector2f
*/
inline static Vector2f asRelative(const Vector2<UDim>& v, const Sizef& base)
{
return Vector2f(asRelative(v.d_x, base.d_width), asRelative(v.d_y, base.d_height));
}
/*!
\brief
converts given Size<UDim> to absolute Sizef
*/
inline static Sizef asAbsolute(const Size<UDim>& v, const Sizef& base, bool pixelAlign = true)
{
return Sizef(asAbsolute(v.d_width, base.d_width, pixelAlign), asAbsolute(v.d_height, base.d_height, pixelAlign));
}
/*!
\brief
converts given Size<UDim> to relative Sizef
*/
inline static Sizef asRelative(const Size<UDim>& v, const Sizef& base)
{
return Sizef(asRelative(v.d_width, base.d_width), asRelative(v.d_height, base.d_height));
}
inline static Rectf asAbsolute(const URect& r, const Sizef& base, bool pixelAlign = true)
{
return Rectf(
asAbsolute(r.d_min.d_x, base.d_width, pixelAlign),
asAbsolute(r.d_min.d_y, base.d_height, pixelAlign),
asAbsolute(r.d_max.d_x, base.d_width, pixelAlign),
asAbsolute(r.d_max.d_y, base.d_height, pixelAlign)
);
}
inline static Rectf asRelative(const URect& r, const Sizef& base)
{
return Rectf(
asRelative(r.d_min.d_x, base.d_width),
asRelative(r.d_min.d_y, base.d_height),
asRelative(r.d_max.d_x, base.d_width),
asRelative(r.d_max.d_y, base.d_height)
);
}
/*!
\brief
Convert a screen relative UDim co-ordinate value to a window co-ordinate
value, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param x
UDim x co-ordinate value to be converted
\return
float value describing a window co-ordinate value that is equivalent to
screen UDim co-ordinate \a x.
*/
static float screenToWindowX(const Window& window, const UDim& x);
/*!
\brief
Convert a screen pixel co-ordinate value to a window co-ordinate
value, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param x
float x co-ordinate value to be converted.
\return
float value describing a window co-ordinate value that is equivalent to
screen co-ordinate \a x.
*/
static float screenToWindowX(const Window& window, const float x);
/*!
\brief
Convert a screen relative UDim co-ordinate value to a window co-ordinate
value, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param y
UDim y co-ordinate value to be converted
\return
float value describing a window co-ordinate value that is equivalent to
screen UDim co-ordinate \a y.
*/
static float screenToWindowY(const Window& window, const UDim& y);
/*!
\brief
Convert a screen pixel co-ordinate value to a window co-ordinate
value, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param y
UDim y co-ordinate value to be converted.
\return
float value describing a window co-ordinate value that is equivalent to
screen co-ordinate \a y.
*/
static float screenToWindowY(const Window& window, const float y);
/*!
\brief
Convert a screen relative UVector2 point to a window co-ordinate point,
specified in pixels.
\param window
Window object to use as a target for the conversion.
\param vec
UVector2 object describing the point to be converted
\return
Vector2 object describing a window co-ordinate point that is equivalent
to screen based UVector2 point \a vec.
*/
static Vector2f screenToWindow(const Window& window, const UVector2& vec);
/*!
\brief
Convert a screen Vector2 pixel point to a window co-ordinate point,
specified in pixels.
\param window
Window object to use as a target for the conversion.
\param vec
Vector2 object describing the point to be converted.
\return
Vector2 object describing a window co-ordinate point that is equivalent
to screen based Vector2 point \a vec.
*/
static Vector2f screenToWindow(const Window& window, const Vector2f& vec);
/*!
\brief
Convert a URect screen area to a window area, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param rect
URect object describing the area to be converted
\return
Rect object describing a window area that is equivalent to URect screen
area \a rect.
*/
static Rectf screenToWindow(const Window& window, const URect& rect);
/*!
\brief
Convert a Rect screen pixel area to a window area, specified in pixels.
\param window
Window object to use as a target for the conversion.
\param rect
Rect object describing the area to be converted.
\return
Rect object describing a window area that is equivalent to Rect screen
area \a rect.
*/
static Rectf screenToWindow(const Window& window, const Rectf& rect);
private:
//! disallows construction of this class
CoordConverter();
/*!
\brief
Return the base X co-ordinate of the given Window object.
\param window
Window object to return base position for.
\return
float value indicating the base on-screen pixel location of the window
on the x axis (i.e. The screen co-ord of the window's left edge).
*/
static float getBaseXValue(const Window& window);
/*!
\brief
Return the base Y co-ordinate of the given Window object.
\param window
Window object to return base position for.
\return
float value indicating the base on-screen pixel location of the window
on the y axis (i.e. The screen co-ord of the window's top edge).
*/
static float getBaseYValue(const Window& window);
/*!
\brief
Return the base position of the given Window object.
\param window
Window object to return base position for.
\return
Vector2 value indicating the base on-screen pixel location of the window
object. (i.e. The screen co-ord of the window's top-left corner).
*/
static Vector2f getBaseValue(const Window& window);
};
} // End of CEGUI namespace section
#endif // end of guard _CEGUICoordConverter_h_
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