| 1 | // SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later |
| 2 | // Copyright 2010, SIL International, All rights reserved. |
| 3 | |
| 4 | #include "inc/Position.h" |
| 5 | #include <cmath> |
| 6 | |
| 7 | using namespace graphite2; |
| 8 | |
| 9 | bool Rect::hitTest(Rect &other) |
| 10 | { |
| 11 | if (bl.x > other.tr.x) return false; |
| 12 | if (tr.x < other.bl.x) return false; |
| 13 | if (bl.y > other.tr.y) return false; |
| 14 | if (tr.y < other.bl.y) return false; |
| 15 | return true; |
| 16 | } |
| 17 | |
| 18 | Position Rect::overlap(Position &offset, Rect &other, Position &othero) |
| 19 | { |
| 20 | float ax = (bl.x + offset.x) - (other.tr.x + othero.x); |
| 21 | float ay = (bl.y + offset.y) - (other.tr.y + othero.y); |
| 22 | float bx = (other.bl.x + othero.x) - (tr.x + offset.x); |
| 23 | float by = (other.bl.y + othero.y) - (tr.y + offset.y); |
| 24 | return Position((ax > bx ? ax : bx), (ay > by ? ay : by)); |
| 25 | } |
| 26 | |
| 27 | float boundmin(float move, float lim1, float lim2, float &error) |
| 28 | { |
| 29 | // error is always positive for easy comparison |
| 30 | if (move < lim1 && move < lim2) |
| 31 | { error = 0.; return move; } |
| 32 | else if (lim1 < lim2) |
| 33 | { error = std::fabs(move - lim1); return lim1; } |
| 34 | else |
| 35 | { error = std::fabs(move - lim2); return lim2; } |
| 36 | } |
| 37 | |
| 38 | #if 0 |
| 39 | Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox) |
| 40 | { |
| 41 | // a = max, i = min, s = sum, d = diff |
| 42 | float eax, eay, eix, eiy, eas, eis, ead, eid; |
| 43 | float beste = INF; |
| 44 | Position res; |
| 45 | // calculate the movements in each direction and the error (amount of remaining overlap) |
| 46 | // first param is movement, second and third are movement over the constraining box |
| 47 | float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax); |
| 48 | float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay); |
| 49 | float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix); |
| 50 | float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy); |
| 51 | float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas); |
| 52 | float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis); |
| 53 | float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead); |
| 54 | float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid); |
| 55 | |
| 56 | if (eax < beste) |
| 57 | { res = Position(ax, 0); beste = eax; } |
| 58 | if (eay < beste) |
| 59 | { res = Position(0, ay); beste = eay; } |
| 60 | if (eix < beste) |
| 61 | { res = Position(ix, 0); beste = eix; } |
| 62 | if (eiy < beste) |
| 63 | { res = Position(0, iy); beste = eiy; } |
| 64 | if (SQRT2 * (eas) < beste) |
| 65 | { res = Position(as, ad); beste = SQRT2 * (eas); } |
| 66 | if (SQRT2 * (eis) < beste) |
| 67 | { res = Position(is, is); beste = SQRT2 * (eis); } |
| 68 | if (SQRT2 * (ead) < beste) |
| 69 | { res = Position(ad, ad); beste = SQRT2 * (ead); } |
| 70 | if (SQRT2 * (eid) < beste) |
| 71 | { res = Position(id, id); beste = SQRT2 * (eid); } |
| 72 | return res; |
| 73 | } |
| 74 | #endif |
| 75 | |