cursive/src/vec.rs

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//! Points on the 2D character grid.
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use std::ops::{Add, Sub, Mul, Div};
use std::cmp::{min,max,Ordering};
/// Simple 2D size, in characters.
#[derive(Clone,Copy,PartialEq,Debug)]
pub struct Vec2 {
/// X coordinate (column), from left to right.
pub x: usize,
/// Y coordinate (row), from top to bottom.
pub y: usize,
}
impl PartialOrd for Vec2 {
fn partial_cmp(&self, other: &Vec2) -> Option<Ordering> {
if self == other { Some(Ordering::Equal) }
else if self.x < other.x && self.y < other.y { Some(Ordering::Less) }
else if self.x > other.x && self.y > other.y { Some(Ordering::Greater) }
else { None }
}
}
impl Vec2 {
/// Creates a new Vec2 from coordinates.
pub fn new(x: usize, y: usize) -> Self {
Vec2 {
x: x,
y: y,
}
}
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/// Returns a new Vec2 that is a maximum per coordinate.
pub fn max(a: Self, b: Self) -> Self {
Vec2::new(max(a.x, b.x), max(a.y, b.y))
}
/// Returns a new Vec2 that is no larger than any input in both dimensions.
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pub fn min(a: Self, b: Self) -> Self {
Vec2::new(min(a.x, b.x), min(a.y, b.y))
}
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/// Returns a vector with the X component of self, and y=0.
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pub fn keep_x(&self) -> Self {
Vec2::new(self.x, 0)
}
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/// Returns a vector with the Y component of self, and x=0.
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pub fn keep_y(&self) -> Self {
Vec2::new(0, self.y)
}
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/// Alias for Vec::new(0,0).
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pub fn zero() -> Self {
Vec2::new(0,0)
}
/// Returns (max(self.x,other.x), self.y+other.y)
pub fn stack_vertical(&self, other: &Vec2) -> Vec2 {
Vec2::new(max(self.x, other.x), self.y + other.y)
}
/// Returns (self.x+other.x, max(self.y,other.y))
pub fn stack_horizontal(&self, other: &Vec2) -> Vec2 {
Vec2::new(self.x + other.x, max(self.y, other.y))
}
}
/// A generic trait for converting a value into a 2D vector.
pub trait ToVec2 {
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/// Converts self into a Vec2.
fn to_vec2(self) -> Vec2;
}
impl ToVec2 for Vec2 {
fn to_vec2(self) -> Vec2 {
self
}
}
impl ToVec2 for (i32,i32) {
fn to_vec2(self) -> Vec2 {
(self.0 as usize, self.1 as usize).to_vec2()
}
}
impl ToVec2 for (usize,usize) {
fn to_vec2(self) -> Vec2 {
Vec2::new(self.0, self.1)
}
}
impl ToVec2 for (u32,u32) {
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fn to_vec2(self) -> Vec2 {
Vec2::new(self.0 as usize, self.1 as usize)
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}
}
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impl <T: ToVec2> Add<T> for Vec2 {
type Output = Vec2;
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fn add(self, other: T) -> Vec2 {
let ov = other.to_vec2();
Vec2 {
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x: self.x + ov.x,
y: self.y + ov.y,
}
}
}
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impl <T: ToVec2> Sub<T> for Vec2 {
type Output = Vec2;
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fn sub(self, other: T) -> Vec2 {
let ov = other.to_vec2();
Vec2 {
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x: self.x - ov.x,
y: self.y - ov.y,
}
}
}
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impl Div<usize> for Vec2 {
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type Output = Vec2;
fn div(self, other: usize) -> Vec2 {
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Vec2 {
x: self.x / other,
y: self.y / other,
}
}
}
impl Mul<usize> for Vec2 {
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type Output = Vec2;
fn mul(self, other: usize) -> Vec2 {
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Vec2 {
x: self.x * other,
y: self.y * other,
}
}
}
/// Four values representing each direction.
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#[derive(Clone,Copy)]
pub struct Vec4 {
/// Left margin
pub left: usize,
/// Right margin
pub right: usize,
/// Top margin
pub top: usize,
/// Bottom margin
pub bottom: usize,
}
impl Vec4 {
/// Creates a new Vec4.
pub fn new(left: usize, right: usize, top: usize, bottom: usize) -> Self {
Vec4 {
left: left,
right: right,
top: top,
bottom: bottom,
}
}
/// Returns left + right.
pub fn horizontal(&self) -> usize {
self.left + self.right
}
/// Returns top + bottom.
pub fn vertical(&self) -> usize {
self.top + self.bottom
}
/// Returns (left+right, top+bottom).
pub fn combined(&self) -> Vec2 {
Vec2::new(self.horizontal(), self.vertical())
}
/// Returns (left, top).
pub fn top_left(&self) -> Vec2 {
Vec2::new(self.left, self.top)
}
/// Returns (right, bottom).
pub fn bot_right(&self) -> Vec2 {
Vec2::new(self.right, self.bottom)
}
}
/// Generic trait for converting a value into a Vec4.
pub trait ToVec4 {
/// Converts self to a Vec4.
fn to_vec4(self) -> Vec4;
}
impl ToVec4 for Vec4 {
fn to_vec4(self) -> Vec4 { self }
}
impl ToVec4 for (usize,usize,usize,usize) {
fn to_vec4(self) -> Vec4 {
Vec4::new(self.0, self.1, self.2, self.3)
}
}
impl ToVec4 for (i32,i32,i32,i32) {
fn to_vec4(self) -> Vec4 {
Vec4::new(self.0 as usize, self.1 as usize, self.2 as usize, self.3 as usize)
}
}
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impl <T: ToVec4> Add<T> for Vec4 {
type Output = Vec4;
fn add(self, other: T) -> Vec4 {
let ov = other.to_vec4();
Vec4 {
left: self.left + ov.left,
right: self.right + ov.right,
top: self.top + ov.top,
bottom: self.bottom + ov.bottom,
}
}
}
impl <T: ToVec4> Sub<T> for Vec4 {
type Output = Vec4;
fn sub(self, other: T) -> Vec4 {
let ov = other.to_vec4();
Vec4 {
left: self.left - ov.left,
right: self.right - ov.right,
top: self.top - ov.top,
bottom: self.bottom - ov.bottom,
}
}
}
impl Div<usize> for Vec4 {
type Output = Vec4;
fn div(self, other: usize) -> Vec4 {
Vec4 {
left: self.left / other,
right: self.right / other,
top: self.top / other,
bottom: self.bottom / other,
}
}
}
impl Mul<usize> for Vec4 {
type Output = Vec4;
fn mul(self, other: usize) -> Vec4 {
Vec4 {
left: self.left * other,
right: self.right * other,
top: self.top * other,
bottom: self.bottom * other,
}
}
}