Game Development Reference
In-Depth Information
float& Width() { return m_width; }
float& Height() { return m_height; }
float Right() const { return m_left + m_width; }
float Bottom() const { return m_top + m_height; }
void Right(float right);
void Bottom(float bottom);
const vector2 Position() const;
const vector2 Size() const;
const vector4 Extents() const;
void SetPosition(const vector2& position);
void SetSize(const vector2& size);
void SetExtents(const vector4 extents);
bool operator == (const rectangle& r);
bool operator != (const rectangle& r);
bool IsEmpty() const;
const point Center() const;
virtual bool Contains(float x, float y) const;
virtual bool Intersects(const rectangle& rect) const;
bool Contains(const vector2& position) const;
bool Contains(const rectangle& rect) const;
bool Contains(const point& point) const;
void Inflate(float x, float y);
void Contract(float x, float y);
void Offset(float x, float y);
void Offset(const point& point);
rectangle& operator + (const rectangle& rhs);
rectangle operator + (const rectangle& rhs) const;
void Constrain(point& p, const point& size = point::Zero) const;
void ClipTo(const rectangle& clipping_rectangle);
operator RECT () const
{
RECT rc;
rc.left = static_cast<LONG>( m_left );
rc.top = static_cast<LONG>( m_top );
rc.right = static_cast<LONG>( Right() );
rc.bottom = static_cast<LONG>( Bottom() );
return rc;
}
static rectangle Zero;
protected:
float m_left;
float m_top;
float m_width;
float m_height;
};
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