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koreader/frontend/ui/geometry.lua

228 lines
4.6 KiB
Lua

--[[
2D Geometry utilities
all of these apply to full rectangles { x = ..., y = ..., w = ..., h = ... }
some behaviour is defined for points { x = ..., y = ... }
some behaviour is defined for dimensions { w = ..., h = ... }
just use it on simple tables that have x, y and/or w, h
or define your own types using this as a metatable
]]--
Geom = {
x = 0,
y = 0,
w = 0,
h = 0
}
function Geom:new(o)
local o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function Geom:copy(o)
local n = self:new()
n.x = o.x
n.y = o.y
n.w = o.w
n.h = o.h
return n
end
function Geom:__tostring()
return self.w.."x"..self.h.."+"..self.x.."+"..self.y
end
--[[
offset rectangle or point by relative values
]]--
function Geom:offsetBy(dx, dy)
self.x = self.x + dx
self.y = self.y + dy
end
--[[
offset rectangle or point to certain coordinates
]]--
function Geom:offsetTo(x, y)
self.x = x
self.y = y
end
--[[
scale rectangle (grow to bottom and to the right) or dimension
if a single factor is given, it is applied to both width and height
]]--
function Geom:scaleBy(zx, zy)
self.w = self.w * zx
self.h = self.h * (zy or zx)
end
--[[
return the outer rectangle that contains both us and a given rectangle
works for rectangles, dimensions and points
]]--
function Geom:combine(rect_b)
local combined = Geom:new(self)
if combined.x > rect_b.x then
combined.x = rect_b.x
end
if combined.y > rect_b.y then
combined.y = rect_b.y
end
if self.x + self.w > rect_b.x + rect_b.w then
combined.w = self.x + self.w - combined.x
else
combined.w = rect_b.x + rect_b.w - combined.x
end
if self.y + self.h > rect_b.y + rect_b.h then
combined.h = self.y + self.h - combined.y
else
combined.h = rect_b.y + rect_b.h - combined.y
end
return combined
end
--[[
returns a rectangle for the part that we and a given rectangle share
TODO: what happens if there is no rectangle shared? currently behaviour is undefined.
]]--
function Geom:intersect(rect_b)
local intersected = Geom:new(self)
if self.x < rect_b.x then
intersected.x = rect_b.x
end
if self.y < rect_b.y then
intersected.y = rect_b.y
end
if self.x + self.w < rect_b.x + rect_b.w then
intersected.w = self.x + self.w - intersected.x
else
intersected.w = rect_b.x + rect_b.w - intersected.x
end
if self.y + self.h < rect_b.y + rect_b.h then
intersected.h = self.y + self.h - intersected.y
else
intersected.h = rect_b.y + rect_b.h - intersected.y
end
return intersected
end
--[[
set size of dimension or rectangle to size of given dimension/rectangle
]]--
function Geom:setSizeTo(rect_b)
if self.w == rect_b.w and self.h == rect_b.h then
return false
end
self.w = rect_b.w
self.h = rect_b.h
return true
end
--[[
check whether rect_b is within current rectangle
works for dimensions, too
for points, it is basically an equality check
]]--
function Geom:contains(rect_b)
if self.x <= rect_b.x
and self.y <= rect_b.y
and self.x + self.w <= rect_b.x + rect_b.w
and self.y + self.h <= rect_b.y + rect_b.h
then
return true
end
return false
end
--[[
check for equality
works for rectangles, points, dimensions
]]--
function Geom:__eq(rect_b)
if self.x == rect_b.x
and self.y == rect_b.y
and self:equalSize(rect_b)
then
return true
end
return false
end
--[[
check size of dimension/rectangle for equality
]]--
function Geom:equalSize(rect_b)
if self.w == rect_b.w
and self.h == rect_b.h
then
return true
end
return false
end
--[[
check if our size is smaller than the size of the given dimension/rectangle
]]--
function Geom:__lt(rect_b)
DEBUG("lt:",self,rect_b)
if self.w < rect_b.w and self.h < rect_b.h then
DEBUG("lt+")
return true
end
DEBUG("lt-")
return false
end
--[[
check if our size is smaller or equal the size of the given dimension/rectangle
]]--
function Geom:__le(rect_b)
if self.w <= rect_b.w and self.h <= rect_b.h then
return true
end
return false
end
--[[
offset the current rectangle by dx, dy while fitting it into the space
of a given rectangle
this can also be called with dx=0 and dy=0, which will fit the current
rectangle into the given rectangle
]]--
function Geom:offsetWithin(rect_b, dx, dy)
-- check size constraints and shrink us when we're too big
if self.w > rect_b.w then
self.w = rect_b.w
end
if self.h > rect_b.h then
self.h = rect_b.h
end
-- offset
self.x = self.x + dx
self.y = self.y + dy
-- check offsets
if self.x < rect_b.x then
self.x = rect_b.x
end
if self.y < rect_b.y then
self.y = rect_b.y
end
if self.x + self.w > rect_b.x + rect_b.w then
self.x = rect_b.x + rect_b.w - self.w
end
if self.y + self.h > rect_b.y + rect_b.h then
self.y = rect_b.y + rect_b.h - self.h
end
end