// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later // Copyright 2010, SIL International, All rights reserved. #include "inc/Position.h" #include using namespace graphite2; bool Rect::hitTest(Rect &other) { if (bl.x > other.tr.x) return false; if (tr.x < other.bl.x) return false; if (bl.y > other.tr.y) return false; if (tr.y < other.bl.y) return false; return true; } Position Rect::overlap(Position &offset, Rect &other, Position &othero) { float ax = (bl.x + offset.x) - (other.tr.x + othero.x); float ay = (bl.y + offset.y) - (other.tr.y + othero.y); float bx = (other.bl.x + othero.x) - (tr.x + offset.x); float by = (other.bl.y + othero.y) - (tr.y + offset.y); return Position((ax > bx ? ax : bx), (ay > by ? ay : by)); } float boundmin(float move, float lim1, float lim2, float &error) { // error is always positive for easy comparison if (move < lim1 && move < lim2) { error = 0.; return move; } else if (lim1 < lim2) { error = std::fabs(move - lim1); return lim1; } else { error = std::fabs(move - lim2); return lim2; } } #if 0 Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox) { // a = max, i = min, s = sum, d = diff float eax, eay, eix, eiy, eas, eis, ead, eid; float beste = INF; Position res; // calculate the movements in each direction and the error (amount of remaining overlap) // first param is movement, second and third are movement over the constraining box float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax); float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay); float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix); float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy); 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); 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); 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); 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); if (eax < beste) { res = Position(ax, 0); beste = eax; } if (eay < beste) { res = Position(0, ay); beste = eay; } if (eix < beste) { res = Position(ix, 0); beste = eix; } if (eiy < beste) { res = Position(0, iy); beste = eiy; } if (SQRT2 * (eas) < beste) { res = Position(as, ad); beste = SQRT2 * (eas); } if (SQRT2 * (eis) < beste) { res = Position(is, is); beste = SQRT2 * (eis); } if (SQRT2 * (ead) < beste) { res = Position(ad, ad); beste = SQRT2 * (ead); } if (SQRT2 * (eid) < beste) { res = Position(id, id); beste = SQRT2 * (eid); } return res; } #endif