game/sdlpp/sdlpp_rectcolider.hpp

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#ifndef SDLPP_HPP_RECT_COLIDER
#define SDLPP_HPP_RECT_COLIDER
#include "sdlpp_common.hpp"
#include "sdlpp_collision.hpp"
#include "sdlpp_vector.hpp"
#include "sdlpp_line.hpp"
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#include <limits>
#include <vector>
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namespace SDLPP {
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class SDLPPSCOPE RectColider : public CollisionPolygon {
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public:
RectColider( double x, double y, double w, double h );
RectColider( const Vec2D<double> &top_left, const Vec2D<double> &size );
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virtual ~RectColider() {}
virtual bool colidesWith( const CollisionPolygon &other ) const override;
virtual bool isCircle() const override;
virtual int topmost() const override;
virtual int bottommost() const override;
virtual int leftmost() const override;
virtual int rightmost() const override;
virtual void updateCollision( int x, int y, int w, int h ) override;
virtual void
render( Renderer &renderer,
const std::tuple< int, int, int, int > &color ) override;
virtual void render( Renderer &renderer ) override;
virtual std::shared_ptr<CollisionPolygon> copySelf() override;
virtual std::vector<Line<double>> getLines();
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private:
SDL_Rect getRect();
double width() const;
double height() const;
int pixel_width() const;
int pixel_height() const;
Vec2D<double> _size;
Vec2D<int> _size_pixel;
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};
} // end of namespace SDLPP
#endif