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renderdoc/qrenderdoc/3rdparty/qt/include/QtGui/qvector2d.h
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baldurk 768e812e45 Commit binary dependencies necessary for compilation on windows
* On windows it's strongly desired to be able to compile straight out of
  a clean checkout or source download. This means anyone can download
  the source and investigate something quickly, without having to worry
  about the hassle of figuring out how the project downloads 3rd party
  dependencies, fetching them, getting them registered in the right
  place.
* This can't be put in a submodule as git submodules don't get
  downloaded by default so people new to git will get confusing
  compilation messages, and someone downloading the source from github
  directly without cloning via git won't get submodules included.
* It does add some extra size to a fresh download/checkout which is
  unfortunate, but absolutely worth the cost. Shallow checkouts still
  aren't unfeasibly large, and it's only a one-off cost at clone time.
2018-02-02 20:49:35 +00:00

290 lines
8.8 KiB
C++

/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QVECTOR2D_H
#define QVECTOR2D_H
#include <QtGui/qtguiglobal.h>
#include <QtCore/qpoint.h>
#include <QtCore/qmetatype.h>
QT_BEGIN_NAMESPACE
class QVector3D;
class QVector4D;
class QVariant;
#ifndef QT_NO_VECTOR2D
class Q_GUI_EXPORT QVector2D
{
public:
Q_DECL_CONSTEXPR QVector2D();
explicit QVector2D(Qt::Initialization) {}
Q_DECL_CONSTEXPR QVector2D(float xpos, float ypos);
Q_DECL_CONSTEXPR explicit QVector2D(const QPoint& point);
Q_DECL_CONSTEXPR explicit QVector2D(const QPointF& point);
#ifndef QT_NO_VECTOR3D
explicit QVector2D(const QVector3D& vector);
#endif
#ifndef QT_NO_VECTOR4D
explicit QVector2D(const QVector4D& vector);
#endif
bool isNull() const;
Q_DECL_CONSTEXPR float x() const;
Q_DECL_CONSTEXPR float y() const;
void setX(float x);
void setY(float y);
float &operator[](int i);
float operator[](int i) const;
float length() const;
float lengthSquared() const; //In Qt 6 convert to inline and constexpr
Q_REQUIRED_RESULT QVector2D normalized() const;
void normalize();
float distanceToPoint(const QVector2D &point) const;
float distanceToLine(const QVector2D& point, const QVector2D& direction) const;
QVector2D &operator+=(const QVector2D &vector);
QVector2D &operator-=(const QVector2D &vector);
QVector2D &operator*=(float factor);
QVector2D &operator*=(const QVector2D &vector);
QVector2D &operator/=(float divisor);
inline QVector2D &operator/=(const QVector2D &vector);
static float dotProduct(const QVector2D& v1, const QVector2D& v2); //In Qt 6 convert to inline and constexpr
Q_DECL_CONSTEXPR friend inline bool operator==(const QVector2D &v1, const QVector2D &v2);
Q_DECL_CONSTEXPR friend inline bool operator!=(const QVector2D &v1, const QVector2D &v2);
Q_DECL_CONSTEXPR friend inline const QVector2D operator+(const QVector2D &v1, const QVector2D &v2);
Q_DECL_CONSTEXPR friend inline const QVector2D operator-(const QVector2D &v1, const QVector2D &v2);
Q_DECL_CONSTEXPR friend inline const QVector2D operator*(float factor, const QVector2D &vector);
Q_DECL_CONSTEXPR friend inline const QVector2D operator*(const QVector2D &vector, float factor);
Q_DECL_CONSTEXPR friend inline const QVector2D operator*(const QVector2D &v1, const QVector2D &v2);
Q_DECL_CONSTEXPR friend inline const QVector2D operator-(const QVector2D &vector);
Q_DECL_CONSTEXPR friend inline const QVector2D operator/(const QVector2D &vector, float divisor);
Q_DECL_CONSTEXPR friend inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor);
Q_DECL_CONSTEXPR friend inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2);
#ifndef QT_NO_VECTOR3D
QVector3D toVector3D() const;
#endif
#ifndef QT_NO_VECTOR4D
QVector4D toVector4D() const;
#endif
Q_DECL_CONSTEXPR QPoint toPoint() const;
Q_DECL_CONSTEXPR QPointF toPointF() const;
operator QVariant() const;
private:
float xp, yp;
friend class QVector3D;
friend class QVector4D;
};
Q_DECLARE_TYPEINFO(QVector2D, Q_PRIMITIVE_TYPE);
Q_DECL_CONSTEXPR inline QVector2D::QVector2D() : xp(0.0f), yp(0.0f) {}
Q_DECL_CONSTEXPR inline QVector2D::QVector2D(float xpos, float ypos) : xp(xpos), yp(ypos) {}
Q_DECL_CONSTEXPR inline QVector2D::QVector2D(const QPoint& point) : xp(point.x()), yp(point.y()) {}
Q_DECL_CONSTEXPR inline QVector2D::QVector2D(const QPointF& point) : xp(point.x()), yp(point.y()) {}
inline bool QVector2D::isNull() const
{
return qIsNull(xp) && qIsNull(yp);
}
Q_DECL_CONSTEXPR inline float QVector2D::x() const { return xp; }
Q_DECL_CONSTEXPR inline float QVector2D::y() const { return yp; }
inline void QVector2D::setX(float aX) { xp = aX; }
inline void QVector2D::setY(float aY) { yp = aY; }
inline float &QVector2D::operator[](int i)
{
Q_ASSERT(uint(i) < 2u);
return *(&xp + i);
}
inline float QVector2D::operator[](int i) const
{
Q_ASSERT(uint(i) < 2u);
return *(&xp + i);
}
inline QVector2D &QVector2D::operator+=(const QVector2D &vector)
{
xp += vector.xp;
yp += vector.yp;
return *this;
}
inline QVector2D &QVector2D::operator-=(const QVector2D &vector)
{
xp -= vector.xp;
yp -= vector.yp;
return *this;
}
inline QVector2D &QVector2D::operator*=(float factor)
{
xp *= factor;
yp *= factor;
return *this;
}
inline QVector2D &QVector2D::operator*=(const QVector2D &vector)
{
xp *= vector.xp;
yp *= vector.yp;
return *this;
}
inline QVector2D &QVector2D::operator/=(float divisor)
{
xp /= divisor;
yp /= divisor;
return *this;
}
inline QVector2D &QVector2D::operator/=(const QVector2D &vector)
{
xp /= vector.xp;
yp /= vector.yp;
return *this;
}
QT_WARNING_PUSH
QT_WARNING_DISABLE_CLANG("-Wfloat-equal")
QT_WARNING_DISABLE_GCC("-Wfloat-equal")
Q_DECL_CONSTEXPR inline bool operator==(const QVector2D &v1, const QVector2D &v2)
{
return v1.xp == v2.xp && v1.yp == v2.yp;
}
Q_DECL_CONSTEXPR inline bool operator!=(const QVector2D &v1, const QVector2D &v2)
{
return v1.xp != v2.xp || v1.yp != v2.yp;
}
QT_WARNING_POP
Q_DECL_CONSTEXPR inline const QVector2D operator+(const QVector2D &v1, const QVector2D &v2)
{
return QVector2D(v1.xp + v2.xp, v1.yp + v2.yp);
}
Q_DECL_CONSTEXPR inline const QVector2D operator-(const QVector2D &v1, const QVector2D &v2)
{
return QVector2D(v1.xp - v2.xp, v1.yp - v2.yp);
}
Q_DECL_CONSTEXPR inline const QVector2D operator*(float factor, const QVector2D &vector)
{
return QVector2D(vector.xp * factor, vector.yp * factor);
}
Q_DECL_CONSTEXPR inline const QVector2D operator*(const QVector2D &vector, float factor)
{
return QVector2D(vector.xp * factor, vector.yp * factor);
}
Q_DECL_CONSTEXPR inline const QVector2D operator*(const QVector2D &v1, const QVector2D &v2)
{
return QVector2D(v1.xp * v2.xp, v1.yp * v2.yp);
}
Q_DECL_CONSTEXPR inline const QVector2D operator-(const QVector2D &vector)
{
return QVector2D(-vector.xp, -vector.yp);
}
Q_DECL_CONSTEXPR inline const QVector2D operator/(const QVector2D &vector, float divisor)
{
return QVector2D(vector.xp / divisor, vector.yp / divisor);
}
Q_DECL_CONSTEXPR inline const QVector2D operator/(const QVector2D &vector, const QVector2D &divisor)
{
return QVector2D(vector.xp / divisor.xp, vector.yp / divisor.yp);
}
Q_DECL_CONSTEXPR inline bool qFuzzyCompare(const QVector2D& v1, const QVector2D& v2)
{
return qFuzzyCompare(v1.xp, v2.xp) && qFuzzyCompare(v1.yp, v2.yp);
}
Q_DECL_CONSTEXPR inline QPoint QVector2D::toPoint() const
{
return QPoint(qRound(xp), qRound(yp));
}
Q_DECL_CONSTEXPR inline QPointF QVector2D::toPointF() const
{
return QPointF(qreal(xp), qreal(yp));
}
#ifndef QT_NO_DEBUG_STREAM
Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QVector2D &vector);
#endif
#ifndef QT_NO_DATASTREAM
Q_GUI_EXPORT QDataStream &operator<<(QDataStream &, const QVector2D &);
Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QVector2D &);
#endif
#endif
QT_END_NAMESPACE
#endif