raylib-cpp-template/include/Vector2.hpp
Jonathan Moallem 85f1dd7a1e Initial commit
2020-11-19 14:55:38 +11:00

252 lines
6.0 KiB
C++

/*
* LICENSE: zlib/libpng
*
* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2020 Rob Loach (@RobLoach)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
#define RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
#ifndef RAYLIB_CPP_NO_MATH
#include <cmath>
#endif
#include "./raylib.hpp"
#include "./raymath.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
class Vector2 : public ::Vector2 {
public:
Vector2(::Vector2 vec) {
set(vec);
}
Vector2(float x, float y) : ::Vector2{x, y} {};
Vector2(float x) : ::Vector2{x, 0} {};
Vector2() : ::Vector2{0, 0} {};
GETTERSETTER(float, X, x)
GETTERSETTER(float, Y, y)
Vector2& operator=(const ::Vector2& vector2) {
set(vector2);
return *this;
}
Vector2& operator=(const Vector2& vector2) {
set(vector2);
return *this;
}
bool operator==(const Vector2& other) {
return x == other.x
&& y == other.y;
}
#ifndef RAYLIB_CPP_NO_MATH
Vector2 Add(const Vector2& vector2) {
return Vector2Add(*this, vector2);
}
Vector2 operator+(const Vector2& vector2) {
return Vector2Add(*this, vector2);
}
Vector2 Subtract(const Vector2& vector2) {
return Vector2Subtract(*this, vector2);
}
Vector2 operator-(const Vector2& vector2) {
return Vector2Subtract(*this, vector2);
}
Vector2 Negate() {
return Vector2Negate(*this);
}
Vector2 operator-() {
return Vector2Negate(*this);
}
Vector2 Multiply(const Vector2& vector2) {
return Vector2Multiply(*this, vector2);
}
Vector2 operator*(const Vector2& vector2) {
return Vector2Multiply(*this, vector2);
}
Vector2 Scale(const float scale) {
return Vector2Scale(*this, scale);
}
Vector2 operator*(const float scale) {
return Vector2Scale(*this, scale);
}
Vector2 Divide(const Vector2& vector2) {
return Vector2Divide(*this, vector2);
}
Vector2 operator/(const Vector2& vector2) {
return Vector2Divide(*this, vector2);
}
Vector2& Divide(const float div) {
x /= div;
y /= div;
return *this;
}
Vector2& operator/(const float div) {
x /= div;
y /= div;
return *this;
}
Vector2& operator+=(const Vector2& vector2) {
set(Vector2Add(*this, vector2));
return *this;
}
Vector2& operator-=(const Vector2& vector2) {
set(Vector2Subtract(*this, vector2));
return *this;
}
Vector2& operator*=(const Vector2& vector2) {
set(Vector2Multiply(*this, vector2));
return *this;
}
Vector2& operator*=(const float scale) {
set(Vector2Scale(*this, scale));
return *this;
}
Vector2& operator/=(const Vector2& vector2) {
set(Vector2Divide(*this, vector2));
return *this;
}
Vector2& operator/=(const float div) {
this->x /= div;
this->y /= div;
return *this;
}
float Length() const {
return Vector2Length(*this);
}
Vector2 Normalize() {
return Vector2Normalize(*this);
}
float DotProduct(const Vector2& vector2) {
return Vector2DotProduct(*this, vector2);
}
float Angle(const Vector2& vector2) {
return Vector2Angle(*this, vector2);
}
float Distance(const Vector2& vector2) {
return Vector2Distance(*this, vector2);
}
Vector2 Lerp(const Vector2& vector2, const float amount) {
return Vector2Lerp(*this, vector2, amount);
}
Vector2 Reflect(const Vector2& normal) {
return Vector2Reflect(*this, normal);
}
Vector2 Rotate(float degrees) {
return Vector2Rotate(*this, degrees);
}
static Vector2 Zero() {
return Vector2Zero();
}
static Vector2 One() {
return Vector2One();
}
#endif
inline Vector2& DrawPixel(::Color color) {
::DrawPixelV(*this, color);
return *this;
}
inline Vector2& DrawLine(::Vector2 endPos, ::Color color) {
::DrawLineV(*this, endPos, color);
return *this;
}
inline Vector2& DrawLine(::Vector2 endPos, float thick, ::Color color) {
::DrawLineEx(*this, endPos, thick, color);
return *this;
}
inline Vector2& DrawLineBezier(::Vector2 endPos, float thick, ::Color color) {
::DrawLineBezier(*this, endPos, thick, color);
return *this;
}
inline Vector2& DrawCircle(float radius, ::Color color) {
::DrawCircleV(*this, radius, color);
return *this;
}
inline Vector2& DrawRectangle(::Vector2 size, ::Color color) {
::DrawRectangleV(*this, size, color);
return *this;
}
inline Vector2& DrawPoly(int sides, float radius, float rotation, ::Color color) {
::DrawPoly(*this, sides, radius, rotation, color);
return *this;
}
protected:
inline void set(::Vector2 vec) {
x = vec.x;
y = vec.y;
}
};
} // namespace raylib
#endif // RAYLIB_CPP_INCLUDE_VECTOR2_HPP_