Aegisub/aegisub/src/vector2d.cpp
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
2.6 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.cpp
/// @brief 2D mathematical vector used in visual typesetting
/// @ingroup utility visual_ts
///
#include "config.h"
#include "vector2d.h"
#ifndef AGI_PRE
#include <limits>
#include <wx/numformatter.h>
#endif
Vector2D operator *(float f, Vector2D v) {
return Vector2D(v.X() * f, v.Y() * f);
}
Vector2D operator /(float f, Vector2D v) {
return Vector2D(f / v.X(), f / v.Y());
}
Vector2D operator +(float f, Vector2D v) {
return Vector2D(v.X() + f, v.Y() + f);
}
Vector2D operator -(float f, Vector2D v) {
return Vector2D(f - v.X(), f - v.Y());
}
Vector2D Vector2D::Unit() const {
float len = Len();
if (len == 0)
return Vector2D(0, 0);
return *this / len;
}
Vector2D Vector2D::SingleAxis() const {
if (abs(x) < abs(y))
return Vector2D(0, y);
else
return Vector2D(x, 0);
}
Vector2D Vector2D::Max(Vector2D param) const {
return Vector2D(std::max(x, param.x), std::max(y, param.y));
}
Vector2D Vector2D::Min(Vector2D param) const {
return Vector2D(std::min(x, param.x), std::min(y, param.y));
}
Vector2D Vector2D::Round(float step) const {
return Vector2D(floorf(x / step + .5f) * step, floorf(y / step + .5f) * step);
}
Vector2D::operator unspecified_bool_type() const {
return *this == Bad() ? 0 : &Vector2D::x;
}
Vector2D Vector2D::Bad() {
return Vector2D(std::numeric_limits<float>::min(), std::numeric_limits<float>::min());
}
wxString Vector2D::PStr(char sep) const {
return "(" + Str(sep) + ")";
}
wxString Vector2D::DStr(char sep) const {
return wxString::Format("%d%c%d", (int)x, sep, (int)y);
}
wxString Vector2D::Str(char sep) const {
return
wxNumberFormatter::ToString(x, 3, wxNumberFormatter::Style_NoTrailingZeroes) +
sep +
wxNumberFormatter::ToString(y, 3, wxNumberFormatter::Style_NoTrailingZeroes);
}