module ugui; // ---------------------------------------------------------------------------------- // // RECTANGLE // // ---------------------------------------------------------------------------------- // // Rect and it's methods struct Rect { short x, y, w, h; } // return true if rect a contains b macro bool Rect.contains(Rect a, Rect b) { return (a.x <= b.x && a.y <= b.y && a.x+a.w >= b.x+b.w && a.y+a.h >= b.y+b.h); } // returns the intersection of a and b macro Rect Rect.intersection(Rect a, Rect b) { return { .x = (short)max(a.x, b.x), .y = (short)max(a.y, b.y), .w = (short)min(a.x+a.w, b.x+b.w) - (short)max(a.x, b.x), .h = (short)min(a.y+a.h, b.y+b.h) - (short)max(a.y, b.y), }; } // returns true if the intersection not null macro bool Rect.collides(Rect a, Rect b) { return !(a.x > b.x+b.w || a.x+a.w < b.x || a.y > b.y+b.h || a.y+a.h < b.y); } // check for empty rect macro bool Rect.is_null(Rect r) => r.x == 0 && r.y == 0 && r.x == 0 && r.w == 0; // returns the element-wise addition of r1 and r2 macro Rect Rect.add(Rect r1, Rect r2) { return { .x = r1.x + r2.x, .y = r1.y + r2.y, .w = r1.w + r2.w, .h = r1.h + r2.h, }; } // returns the element-wise subtraction of r1 and r2 macro Rect Rect.sub(Rect r1, Rect r2) { return { .x = r1.x - r2.x, .y = r1.y - r2.y, .w = r1.w - r2.w, .h = r1.h - r2.h, }; } // returns the element-wise multiplication of r1 and r2 macro Rect Rect.mul(Rect r1, Rect r2) { return { .x = r1.x * r2.x, .y = r1.y * r2.y, .w = r1.w * r2.w, .h = r1.h * r2.h, }; } macro Point Rect.position(Rect r) { return { .x = r.x, .y = r.y, }; } macro Point Rect.size(Rect r) { return { .x = r.w, .y = r.h, }; } macro Rect Rect.max(Rect a, Rect b) { return { .x = max(a.x, b.x), .y = max(a.y, b.y), .w = max(a.w, b.w), .h = max(a.h, b.h), }; } macro Rect Rect.min(Rect a, Rect b) { return { .x = min(a.x, b.x), .y = min(a.y, b.y), .w = min(a.w, b.w), .h = min(a.h, b.h), }; } // Offset a rect by a point macro Rect Rect.off(Rect r, Point p) { return { .x = r.x + p.x, .y = r.y + p.y, .w = r.w, .h = r.h, }; } // Resize a rect width and height macro Rect Rect.grow(Rect r, Point p) { return { .x = r.x, .y = r.y, .w = r.w + p.x, .h = r.h + p.y, }; } // Return the bottom-right corner of a rectangle macro Point Rect.bottom_right(Rect r) { return { .x = r.x + r.w, .y = r.y + r.h, }; } // ---------------------------------------------------------------------------------- // // POINT // // ---------------------------------------------------------------------------------- // struct Point { short x, y; } // returns true if a point is inside the rectangle macro bool Point.in_rect(Point p, Rect r) { return (p.x >= r.x && p.x <= r.x + r.w) && (p.y >= r.y && p.y <= r.y + r.h); } macro Point Point.add(Point a, Point b) { return { .x = a.x + b.x, .y = a.y + b.y, }; } macro Point Point.sub(Point a, Point b) { return { .x = a.x - b.x, .y = a.y - b.y, }; } macro Point Point.neg(Point p) => {-p.x, -p.y}; macro Point Point.max(Point a, Point b) { return { .x = max(a.x, b.x), .y = max(a.y, b.y), }; } macro Point Point.min(Point a, Point b) { return { .x = min(a.x, b.x), .y = min(a.y, b.y), }; } // ---------------------------------------------------------------------------------- // // COLOR // // ---------------------------------------------------------------------------------- // struct Color{ char r, g, b, a; } macro Color uint.to_rgba(u) { return { .r = (char)((u >> 24) & 0xff), .g = (char)((u >> 16) & 0xff), .b = (char)((u >> 8) & 0xff), .a = (char)((u >> 0) & 0xff) }; } macro uint Color.to_uint(c) { uint u = c.r | (c.g << 8) | (c.b << 16) | (c.a << 24); return u; }