package engine import ( "image" ) // ID implements Identifier directly (as a string value). type ID string // Ident returns id as a string. func (id ID) Ident() string { return string(id) } // Bounds implements Bounder directly (as an image.Rectangle value). type Bounds image.Rectangle // BoundingRect returns b as an image.Rectangle. func (b Bounds) BoundingRect() image.Rectangle { return image.Rectangle(b) } // Disabled implements Disabler directly (as a bool). type Disabled bool // IsHidden returns h as a bool. func (d Disabled) IsDisabled() bool { return bool(d) } // Hide sets h to true. func (d *Disabled) Disable() { *d = true } // Show sets h to false. func (d *Disabled) Enable() { *d = false } // Hidden implements Hider directly (as a bool). type Hidden bool // IsHidden returns h as a bool. func (h Hidden) IsHidden() bool { return bool(h) } // Hide sets h to true. func (h *Hidden) Hide() { *h = true } // Show sets h to false. func (h *Hidden) Show() { *h = false } // ZOrder implements DrawOrder (in Drawer) directly (as an int value). type ZOrder int // DrawOrder returns z as a int with 0 bias. func (z ZOrder) DrawOrder() (int, int) { return int(z), 0 } // ---------- Some helpers for image.Point ---------- // cmul performs componentwise multiplication of two image.Points. func cmul(p, q image.Point) image.Point { return image.Point{p.X * q.X, p.Y * q.Y} } // cdiv performs componentwise division of two image.Points. func cdiv(p, q image.Point) image.Point { return image.Point{p.X / q.X, p.Y / q.Y} } // cfloat returns the components of an image.Point as two floats. func cfloat(p image.Point) (x, y float64) { return float64(p.X), float64(p.Y) } // dot returns the dot product of two image.Points. func dot(p, q image.Point) int { return p.X*q.X + p.Y*q.Y } // polygonContains reports if a polygon contains a point func polygonContains(polygon []image.Point, p image.Point) bool { for i, p1 := range polygon { p2 := polygon[(i+1)%len(polygon)] // ∆(p p1 p2) should have positive signed area p1, p2 = p1.Sub(p), p2.Sub(p) if p2.X*p1.Y-p1.X*p2.Y < 0 { return false } } return true } // polygonRectOverlap reports if a polygon overlaps a rectangle. func polygonRectOverlap(polygon []image.Point, rect image.Rectangle) bool { // There's a good chance a vertex from one thing is inside the other... // Check if any vertex of the polygon is inside the rect. for _, p := range polygon { if p.In(rect) { return true } } // Reduce Max to the inclusive bound. rect.Max = rect.Max.Sub(image.Pt(1, 1)) // Check if any vertex of the rect is inside the polygon. if polygonContains(polygon, rect.Min) { return true } if polygonContains(polygon, rect.Max) { return true } if polygonContains(polygon, image.Pt(rect.Min.X, rect.Max.Y)) { return true } if polygonContains(polygon, image.Pt(rect.Max.X, rect.Min.Y)) { return true } // Only remaining cases involve line intersection between the rect and poly. // Since rect is an axis-aligned rectangle, we only need vertical and // horizontal line intersection tests. // Walk each edge of polygon. for i, p := range polygon { q := polygon[(i+1)%len(polygon)] d := q.Sub(p) // If the polygon edge is not vertical, test left and right sides if d.X != 0 { if d.X < 0 { d = d.Mul(-1) } min := (rect.Min.Y - p.Y) * d.X max := (rect.Max.Y - p.Y) * d.X // Test left side of rect if (rect.Min.X >= p.X || rect.Min.X >= q.X) && (rect.Min.X <= p.X || rect.Min.X <= q.X) { if t := (rect.Min.X - p.X) * d.Y; min <= t && t <= max { return true } } // Test right side of rect if (rect.Max.X >= p.X || rect.Max.X >= q.X) && (rect.Max.X <= p.X || rect.Max.X <= q.X) { if t := (rect.Max.X - p.X) * d.Y; min <= t && t <= max { return true } } } // If the polygon edge is not horizontal, test the top and bottom sides if d.Y != 0 { if d.Y < 0 { d = d.Mul(-1) } min := (rect.Min.X - p.X) * d.Y max := (rect.Max.X - p.X) * d.Y // Test top side of rect if (rect.Min.Y >= p.Y && rect.Min.Y >= q.Y) && (rect.Min.Y <= p.Y && rect.Min.Y <= q.Y) { if t := (rect.Min.Y - p.Y) * d.X; min <= t && t <= max { return true } } // Test bottom side of rect if (rect.Max.Y >= p.Y && rect.Max.Y >= q.Y) && (rect.Max.Y <= p.Y && rect.Max.Y <= q.Y) { if t := (rect.Max.Y - p.Y) * d.X; min <= t && t <= max { return true } } } } return false }