Index: ui/gfx/vector2d_f.h |
diff --git a/ui/gfx/vector2d_f.h b/ui/gfx/vector2d_f.h |
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+// Copyright (c) 2012 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+// Defines a simple float vector class. This class is used to indicate a |
tfarina
2012/10/26 22:22:30
I generally prefer to put this kind of comment rig
Peter Kasting
2012/10/26 22:44:50
Google style actually talks about both file- and c
|
+// distance in two dimentions between two points. Subtracting two points should |
+// produce a vector, and adding a vector to a point produces the point at the |
+// vector's distance from the original point. |
+ |
+#ifndef UI_GFX_VECTOR2D_F_H_ |
+#define UI_GFX_VECTOR2D_F_H_ |
+ |
+#include <cmath> |
+#include <string> |
+ |
+#include "ui/base/ui_export.h" |
+ |
+namespace gfx { |
+ |
+class UI_EXPORT Vector2dF { |
+ public: |
+ Vector2dF(); |
+ Vector2dF(float x, float y); |
+ |
+ float x() const { return x_; } |
+ void set_x(float x) { x_ = x; } |
+ |
+ float y() const { return y_; } |
+ void set_y(float y) { y_ = y; } |
+ |
+ bool IsZero() const { return x_ == 0 && y_ == 0; } |
+ |
+ void Grow(float x, float y) { |
+ x_ += x; |
+ y_ += y; |
+ } |
+ |
+ void Add(const Vector2dF& other) { |
+ x_ += other.x_; |
+ y_ += other.y_; |
+ } |
+ |
+ void Scale(float scale) { |
+ Scale(scale, scale); |
+ } |
+ |
+ void Scale(float x_scale, float y_scale) { |
+ x_ *= x_scale; |
+ y_ *= y_scale; |
+ } |
+ |
+ float LengthSquared() const { |
+ return x_ * x_ + y_ * y_; |
+ } |
+ |
+ float Length() const { |
tfarina
2012/10/26 22:22:30
Could you deinline all the implementations, i.e, m
danakj
2012/10/26 22:24:52
I can, though I'm following the lead of point_base
Peter Kasting
2012/10/26 22:44:50
As Thiago noted, we're forced to inline there due
|
+ return static_cast<float>(std::sqrt( |
+ static_cast<double>(x_) * x_ + static_cast<double>(y_) * y_)); |
+ } |
+ |
+ std::string ToString() const; |
+ |
+ private: |
tfarina
2012/10/26 22:22:30
Do we allow copy and assign, right? Just checking,
danakj
2012/10/26 22:24:52
Right, we do.
|
+ float x_; |
+ float y_; |
+}; |
+ |
+inline bool operator==(const Vector2dF& lhs, const Vector2dF& rhs) { |
+ return lhs.x() == rhs.x() && lhs.y() == rhs.y(); |
+} |
+ |
+inline Vector2dF operator-(const Vector2dF& v) { |
+ return Vector2dF(-v.x(), -v.y()); |
+} |
+ |
+inline Vector2dF operator+(const Vector2dF& lhs, const Vector2dF& rhs) { |
+ Vector2dF result = lhs; |
+ result.Add(rhs); |
+ return result; |
+} |
+ |
+inline Vector2dF operator-(const Vector2dF& lhs, const Vector2dF& rhs) { |
+ Vector2dF result = lhs; |
+ result.Add(-rhs); |
+ return result; |
+} |
+ |
+} // namespace gfx |
+ |
+#endif // UI_GFX_VECTOR2D_F_H_ |