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249 lines
8.8 KiB
C++
249 lines
8.8 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_RECT_HPP
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#define SFML_RECT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/System/Vector2.hpp>
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#include <algorithm>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Utility class for manipulating 2D axis aligned rectangles
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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class Rect
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{
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public :
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates an empty rectangle (it is equivalent to calling
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/// Rect(0, 0, 0, 0)).
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///
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////////////////////////////////////////////////////////////
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Rect();
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////////////////////////////////////////////////////////////
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/// \brief Construct the rectangle from its coordinates
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///
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/// Be careful, the last two parameters are the width
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/// and height, not the right and bottom coordinates!
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///
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/// \param rectLeft Left coordinate of the rectangle
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/// \param rectTop Top coordinate of the rectangle
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/// \param rectWidth Width of the rectangle
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/// \param rectHeight Height of the rectangle
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///
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////////////////////////////////////////////////////////////
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Rect(T rectLeft, T rectTop, T rectWidth, T rectHeight);
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////////////////////////////////////////////////////////////
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/// \brief Construct the rectangle from position and size
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///
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/// Be careful, the last parameter is the size,
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/// not the bottom-right corner!
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///
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/// \param position Position of the top-left corner of the rectangle
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/// \param size Size of the rectangle
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///
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////////////////////////////////////////////////////////////
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Rect(const Vector2<T>& position, const Vector2<T>& size);
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////////////////////////////////////////////////////////////
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/// \brief Construct the rectangle from another type of rectangle
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///
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/// This constructor doesn't replace the copy constructor,
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/// it's called only when U != T.
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/// A call to this constructor will fail to compile if U
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/// is not convertible to T.
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///
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/// \param rectangle Rectangle to convert
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Rect(const Rect<U>& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Check if a point is inside the rectangle's area
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///
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/// \param x X coordinate of the point to test
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/// \param y Y coordinate of the point to test
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///
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/// \return True if the point is inside, false otherwise
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///
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/// \see intersects
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///
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////////////////////////////////////////////////////////////
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bool contains(T x, T y) const;
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////////////////////////////////////////////////////////////
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/// \brief Check if a point is inside the rectangle's area
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///
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/// \param point Point to test
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///
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/// \return True if the point is inside, false otherwise
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///
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/// \see intersects
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///
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////////////////////////////////////////////////////////////
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bool contains(const Vector2<T>& point) const;
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////////////////////////////////////////////////////////////
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/// \brief Check the intersection between two rectangles
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///
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/// \param rectangle Rectangle to test
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///
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/// \return True if rectangles overlap, false otherwise
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///
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/// \see contains
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///
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////////////////////////////////////////////////////////////
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bool intersects(const Rect<T>& rectangle) const;
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////////////////////////////////////////////////////////////
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/// \brief Check the intersection between two rectangles
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///
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/// This overload returns the overlapped rectangle in the
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/// \a intersection parameter.
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///
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/// \param rectangle Rectangle to test
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/// \param intersection Rectangle to be filled with the intersection
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///
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/// \return True if rectangles overlap, false otherwise
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///
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/// \see contains
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///
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////////////////////////////////////////////////////////////
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bool intersects(const Rect<T>& rectangle, Rect<T>& intersection) const;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T left; ///< Left coordinate of the rectangle
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T top; ///< Top coordinate of the rectangle
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T width; ///< Width of the rectangle
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T height; ///< Height of the rectangle
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};
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////////////////////////////////////////////////////////////
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/// \relates Rect
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/// \brief Overload of binary operator ==
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///
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/// This operator compares strict equality between two rectangles.
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///
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/// \param left Left operand (a rectangle)
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/// \param right Right operand (a rectangle)
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///
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/// \return True if \a left is equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator ==(const Rect<T>& left, const Rect<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Rect
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/// \brief Overload of binary operator !=
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///
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/// This operator compares strict difference between two rectangles.
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///
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/// \param left Left operand (a rectangle)
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/// \param right Right operand (a rectangle)
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///
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/// \return True if \a left is not equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator !=(const Rect<T>& left, const Rect<T>& right);
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#include <SFML/Graphics/Rect.inl>
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// Create typedefs for the most common types
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typedef Rect<int> IntRect;
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typedef Rect<float> FloatRect;
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} // namespace sf
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#endif // SFML_RECT_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Rect
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/// \ingroup graphics
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///
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/// A rectangle is defined by its top-left corner and its size.
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/// It is a very simple class defined for convenience, so
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/// its member variables (left, top, width and height) are public
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/// and can be accessed directly, just like the vector classes
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/// (Vector2 and Vector3).
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///
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/// To keep things simple, sf::Rect doesn't define
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/// functions to emulate the properties that are not directly
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/// members (such as right, bottom, center, etc.), it rather
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/// only provides intersection functions.
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///
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/// sf::Rect uses the usual rules for its boundaries:
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/// \li The left and top edges are included in the rectangle's area
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/// \li The right (left + width) and bottom (top + height) edges are excluded from the rectangle's area
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///
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/// This means that sf::IntRect(0, 0, 1, 1) and sf::IntRect(1, 1, 1, 1)
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/// don't intersect.
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///
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/// sf::Rect is a template and may be used with any numeric type, but
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/// for simplicity the instanciations used by SFML are typedefed:
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/// \li sf::Rect<int> is sf::IntRect
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/// \li sf::Rect<float> is sf::FloatRect
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///
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/// So that you don't have to care about the template syntax.
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///
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/// Usage example:
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/// \code
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/// // Define a rectangle, located at (0, 0) with a size of 20x5
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/// sf::IntRect r1(0, 0, 20, 5);
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///
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/// // Define another rectangle, located at (4, 2) with a size of 18x10
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/// sf::Vector2i position(4, 2);
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/// sf::Vector2i size(18, 10);
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/// sf::IntRect r2(position, size);
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///
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/// // Test intersections with the point (3, 1)
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/// bool b1 = r1.contains(3, 1); // true
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/// bool b2 = r2.contains(3, 1); // false
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///
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/// // Test the intersection between r1 and r2
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/// sf::IntRect result;
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/// bool b3 = r1.intersects(r2, result); // true
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/// // result == (4, 2, 16, 3)
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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