blender/extern/sdlew/include/SDL2/SDL_rect.h

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#ifndef _SDL_rect_h
#define _SDL_rect_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
int x;
int y;
} SDL_Point;
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
typedef SDL_bool SDLCALL tSDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
typedef SDL_bool SDLCALL tSDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
typedef void SDLCALL tSDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
typedef SDL_bool SDLCALL tSDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
typedef SDL_bool SDLCALL tSDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
extern tSDL_HasIntersection *SDL_HasIntersection;
extern tSDL_IntersectRect *SDL_IntersectRect;
extern tSDL_UnionRect *SDL_UnionRect;
extern tSDL_EnclosePoints *SDL_EnclosePoints;
extern tSDL_IntersectRectAndLine *SDL_IntersectRectAndLine;
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif