Split sdlpp into smaller files
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#include "sdlpp_rectcolider.hpp"
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namespace SDLPP {
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RectColider::RectColider( double x, double y, double w, double h )
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: CollisionPolygon( x, y ) {
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w_ = w;
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h_ = h;
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}
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bool RectColider::colidesWith( const SDLPP::CollisionPolygon &other ) const {
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if ( other.isCircle() ) {
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return other.colidesWith( *this );
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}
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if ( other.isInfinite() ) {
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return infinityIntersection( other, *this );
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}
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if ( isInfinite() )
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return infinityIntersection( *this, other );
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return intersects( *this, other );
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}
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bool RectColider::isCircle() const {
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return false;
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}
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int RectColider::topmost() const {
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return ( !isInfinite() || original_y != -1 ) * getY() + isInfinite() * -1;
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}
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int RectColider::bottommost() const {
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return ( !isInfinite() || h_ != -1 ) * ( getY() + pixel_h ) +
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isInfinite() * -1;
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}
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int RectColider::leftmost() const {
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return ( !isInfinite() || original_x != -1 ) * getX() + isInfinite() * -1;
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}
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int RectColider::rightmost() const {
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return ( !isInfinite() || w_ != -1 ) * ( getX() + pixel_w ) +
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isInfinite() * -1;
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}
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void RectColider::updateCollision( int x, int y, int w, int h ) {
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position_x = original_x * w + x;
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position_y = original_y * h + y;
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pixel_w = w_ * w;
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pixel_h = h_ * h;
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}
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void RectColider::render( Renderer &renderer,
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const std::tuple< int, int, int, int > &color ) {
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auto rect = getRect();
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// outline with desired color at 50% opacity
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), std::get< 0 >( color ),
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std::get< 1 >( color ), std::get< 2 >( color ),
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0x80 );
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SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
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// fill with desired color at 25% opacity
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), std::get< 0 >( color ),
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std::get< 1 >( color ), std::get< 2 >( color ),
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0x40 );
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SDL_RenderFillRect( renderer.getRendererPtr(), &rect );
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}
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void RectColider::render( Renderer &renderer ) {
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auto rect = getRect();
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_color.r, sdl_color.g,
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sdl_color.b, sdl_color.a );
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SDL_RenderFillRect( renderer.getRendererPtr(), &rect );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_outline.r,
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sdl_outline.g, sdl_outline.b, sdl_outline.a );
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SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
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}
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SDL_Rect RectColider::getRect() {
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if ( !isInfinite() )
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return { leftmost(), topmost(), pixel_w, pixel_h };
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SDL_Rect r = { 0, 0, 0, 0 };
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if ( ( r.x = leftmost() ) == -1 )
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r.x = 0;
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if ( ( r.y = topmost() ) == -1 )
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r.y = 0;
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if ( rightmost() == -1 )
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r.w = std::numeric_limits< int >::max();
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else
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r.w = pixel_w;
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if ( bottommost() == -1 )
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r.h = std::numeric_limits< int >::max();
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else
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r.h = pixel_h;
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return r;
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}
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} // namespace SDLPP
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