#pragma once //======================================================================== // types.h : Defines some basic types, replacing the need for atltypes.h // or project specific include files that are used frequently, but // are changed infrequently // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include //--------------------------------------------------------------------------------------------------------------------- // This class represents a single point in 2D space //--------------------------------------------------------------------------------------------------------------------- class Point { public: long x, y; // construction Point(void) { x = y = 0; } Point(const long newX, const long newY) { x = newX; y = newY; } Point(const Point& newPoint) { x = newPoint.x; y = newPoint.y; } Point(const Point* pNewPoint) { x = pNewPoint->x; y = pNewPoint->y; } // assignment Point& operator=(const Point& newPoint) { x = newPoint.x; y = newPoint.y; return (*this); } Point& operator=(const Point* newPoint) { x = newPoint->x; y = newPoint->y; return (*this); } // addition/subtraction Point& operator+=(const Point& newPoint) { x += newPoint.x; y += newPoint.y; return (*this); } Point& operator-=(const Point& newPoint) { x -= newPoint.x; y -= newPoint.y; return (*this); } Point& operator+=(const Point* newPoint) { x += newPoint->x; y += newPoint->y; return (*this); } Point& operator-=(const Point* newPoint) { x -= newPoint->x; y -= newPoint->y; return (*this); } Point& operator+(const Point& other) { Point temp(this); temp += other; temp += other; return (*this); } Point& operator-(const Point& other) { Point temp(this); temp -= other; temp -= other; return (*this); } // comparison bool operator==(const Point& other) const { return ((x == other.x) && (y == other.y)); } bool operator!=(const Point& other) const { return ((x != other.x) || (y != other.y)); } // accessors (needed for Lua) long GetX() const { return x; } long GetY() const { return y; } void SetX(const long newX) { x = newX; } void SetY(const long newY) { y = newY; } void Set(const long newX, const long newY) { x = newX; y = newY; } float Length() const { return sqrt((float)(x*x+y*y)); } }; inline Point operator-(const Point& left, const Point& right) { Point temp(left); temp -= right; return temp; }