Aegisub/aegisub/src/vector2d.h
Thomas Goyne be77dc8307 Mostly rewrite the visual tools and related classes
Convert all coordinates within the visual tools to Vector2D, which has
been significantly extended. Eliminates a lot of issues with accumulated
rounding errors and simplifies a lot of code.

Modernize the visual tools' interactions with the rest of Aegisub by
connecting to signals directly rather than routing everything through
the video display and converting the main visual tool mode toolbar to
the command system.

Extract all references to OpenGL from the visual tools and move them to
OpenGLWrapper as a first step towards making it possible to implement an
alternative video renderer. In the process, eliminate all uses of OpenGL
immediate mode.

Fix a bunch of minor issues and general instability.

Originally committed to SVN as r5823.
2011-11-06 17:18:20 +00:00

97 lines
3.4 KiB
C++

// Copyright (c) 2011, Thomas Goyne <plorkyeran@aegisub.org>
//
// Permission to use, copy, modify, and distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright notice and this permission notice appear in all copies.
//
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file vector2d.h
/// @see vector2d.cpp
/// @ingroup utility visual_ts
///
#pragma once
#ifndef AGI_PRE
#include <cmath>
#include <wx/gdicmn.h>
#endif
/// DOCME
/// @class Vector2D
/// @brief DOCME
///
/// DOCME
class Vector2D {
float x, y;
typedef float Vector2D::*unspecified_bool_type;
public:
float X() const { return x; }
float Y() const { return y; }
Vector2D() : x(0), y(0) { }
Vector2D(float x, float y) : x(x), y(y) { }
Vector2D(wxPoint pt) : x(pt.x), y(pt.y) { }
Vector2D(Vector2D x, Vector2D y) : x(x.x), y(y.y) { }
Vector2D(float x, Vector2D y) : x(x), y(y.y) { }
Vector2D(Vector2D x, float y) : x(x.x), y(y) { }
bool operator ==(const Vector2D r) const { return x == r.x && y == r.y; }
bool operator !=(const Vector2D r) const { return x != r.x || y != r.y; }
operator unspecified_bool_type() const;
Vector2D operator -() const { return Vector2D(-x, -y); }
Vector2D operator +(const Vector2D r) const { return Vector2D(x + r.x, y + r.y); }
Vector2D operator -(const Vector2D r) const { return Vector2D(x - r.x, y - r.y); }
Vector2D operator *(const Vector2D r) const { return Vector2D(x * r.x, y * r.y); }
Vector2D operator /(const Vector2D r) const { return Vector2D(x / r.x, y / r.y); }
Vector2D operator +(float param) const { return Vector2D(x + param, y + param); }
Vector2D operator -(float param) const { return Vector2D(x - param, y - param); }
Vector2D operator *(float param) const { return Vector2D(x * param, y * param); }
Vector2D operator /(float param) const { return Vector2D(x / param, y / param); }
Vector2D Unit() const;
Vector2D SingleAxis() const;
Vector2D Perpendicular() const { return Vector2D(-y, x); }
Vector2D Max(Vector2D param) const;
Vector2D Min(Vector2D param) const;
Vector2D Round(float step) const;
float Cross(const Vector2D param) const { return x * param.y - y * param.x; }
float Dot(const Vector2D param) const { return x * param.x + y * param.y; }
float Len() const { return sqrt(x*x + y*y); }
float SquareLen() const { return x*x + y*y; }
float Angle() const { return atan2(y, x); }
/// Get as string with given separator
wxString Str(char sep = ',') const;
/// Get as string surrounded by parentheses with given separator
wxString PStr(char sep = ',') const;
/// Get as string with given separator with values rounded to ints
wxString DStr(char sep = ',') const;
static Vector2D FromAngle(float angle) { return Vector2D(cos(-angle), sin(-angle)); }
static Vector2D Bad();
};
Vector2D operator * (float f, Vector2D v);
Vector2D operator / (float f, Vector2D v);
Vector2D operator + (float f, Vector2D v);
Vector2D operator - (float f, Vector2D v);