LCOV - code coverage report
Current view: top level - gfx/graphite2/src - Position.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 18 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 3 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /*  GRAPHITE2 LICENSING
       2             : 
       3             :     Copyright 2010, SIL International
       4             :     All rights reserved.
       5             : 
       6             :     This library is free software; you can redistribute it and/or modify
       7             :     it under the terms of the GNU Lesser General Public License as published
       8             :     by the Free Software Foundation; either version 2.1 of License, or
       9             :     (at your option) any later version.
      10             : 
      11             :     This program is distributed in the hope that it will be useful,
      12             :     but WITHOUT ANY WARRANTY; without even the implied warranty of
      13             :     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
      14             :     Lesser General Public License for more details.
      15             : 
      16             :     You should also have received a copy of the GNU Lesser General Public
      17             :     License along with this library in the file named "LICENSE".
      18             :     If not, write to the Free Software Foundation, 51 Franklin Street, 
      19             :     Suite 500, Boston, MA 02110-1335, USA or visit their web page on the 
      20             :     internet at http://www.fsf.org/licenses/lgpl.html.
      21             : 
      22             : Alternatively, the contents of this file may be used under the terms of the
      23             : Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
      24             : License, as published by the Free Software Foundation, either version 2
      25             : of the License or (at your option) any later version.
      26             : */
      27             : #include "inc/Position.h"
      28             : #include <cmath>
      29             : 
      30             : using namespace graphite2;
      31             : 
      32           0 : bool Rect::hitTest(Rect &other)
      33             : {
      34           0 :     if (bl.x > other.tr.x) return false;
      35           0 :     if (tr.x < other.bl.x) return false;
      36           0 :     if (bl.y > other.tr.y) return false;
      37           0 :     if (tr.y < other.bl.y) return false;
      38           0 :     return true;
      39             : }
      40             : 
      41           0 : Position Rect::overlap(Position &offset, Rect &other, Position &othero)
      42             : {
      43           0 :     float ax = (bl.x + offset.x) - (other.tr.x + othero.x);
      44           0 :     float ay = (bl.y + offset.y) - (other.tr.y + othero.y);
      45           0 :     float bx = (other.bl.x + othero.x) - (tr.x + offset.x);
      46           0 :     float by = (other.bl.y + othero.y) - (tr.y + offset.y);
      47           0 :     return Position((ax > bx ? ax : bx), (ay > by ? ay : by));
      48             : }
      49             : 
      50           0 : float boundmin(float move, float lim1, float lim2, float &error)
      51             : {
      52             :     // error is always positive for easy comparison
      53           0 :     if (move < lim1 && move < lim2)
      54           0 :     { error = 0.; return move; }
      55           0 :     else if (lim1 < lim2)
      56           0 :     { error = std::fabs(move - lim1); return lim1; }
      57             :     else
      58           0 :     { error = std::fabs(move - lim2); return lim2; }
      59             : }
      60             : 
      61             : #if 0
      62             : Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox)
      63             : {
      64             :     // a = max, i = min, s = sum, d = diff
      65             :     float eax, eay, eix, eiy, eas, eis, ead, eid;
      66             :     float beste = INF;
      67             :     Position res;
      68             :     // calculate the movements in each direction and the error (amount of remaining overlap)
      69             :     // first param is movement, second and third are movement over the constraining box
      70             :     float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax);
      71             :     float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay);
      72             :     float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix);
      73             :     float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy);
      74             :     float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas);
      75             :     float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis);
      76             :     float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead);
      77             :     float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid);
      78             : 
      79             :     if (eax < beste)
      80             :     { res = Position(ax, 0); beste = eax; }
      81             :     if (eay < beste)
      82             :     { res = Position(0, ay); beste = eay; }
      83             :     if (eix < beste)
      84             :     { res = Position(ix, 0); beste = eix; }
      85             :     if (eiy < beste)
      86             :     { res = Position(0, iy); beste = eiy; }
      87             :     if (SQRT2 * (eas) < beste)
      88             :     { res = Position(as, ad); beste = SQRT2 * (eas); }
      89             :     if (SQRT2 * (eis) < beste)
      90             :     { res = Position(is, is); beste = SQRT2 * (eis); }
      91             :     if (SQRT2 * (ead) < beste)
      92             :     { res = Position(ad, ad); beste = SQRT2 * (ead); }
      93             :     if (SQRT2 * (eid) < beste)
      94             :     { res = Position(id, id); beste = SQRT2 * (eid); }
      95             :     return res;
      96             : }
      97             : #endif
      98             : 

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