1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
//! Points on the 2D character grid.

use XY;
use direction::Orientation;
use std::cmp::{Ordering, max, min};

use std::ops::{Add, Div, Mul, Sub};

/// Simple 2D size, in cells.
///
/// Note: due to a bug in rustdoc ([#32077]), the documentation for `Vec2` is
/// currently shown on the [`XY`] page.
///
/// [#32077]: https://github.com/rust-lang/rust/issues/32077
/// [`XY`]: ../struct.XY.html
pub type Vec2 = XY<usize>;

impl PartialOrd for XY<usize> {
    /// `a < b` <=> `a.x < b.x && a.y < b.y`
    fn partial_cmp(&self, other: &Vec2) -> Option<Ordering> {
        if self == other {
            Some(Ordering::Equal)
        } else if self.x < other.x && self.y < other.y {
            Some(Ordering::Less)
        } else if self.x > other.x && self.y > other.y {
            Some(Ordering::Greater)
        } else {
            None
        }
    }
}

impl XY<usize> {
    /// Returns a new Vec2 that is a maximum per coordinate.
    pub fn max<A: Into<Vec2>, B: Into<Vec2>>(a: A, b: B) -> Self {
        let a = a.into();
        let b = b.into();
        a.zip_map(b, max)
    }

    /// Returns a new Vec2 that is no larger than any input in both dimensions.
    pub fn min<A: Into<Vec2>, B: Into<Vec2>>(a: A, b: B) -> Self {
        let a = a.into();
        let b = b.into();
        a.zip_map(b, min)
    }

    /// Returns the minimum of `self` and `other`.
    pub fn or_min<T: Into<Vec2>>(self, other: T) -> Self {
        Vec2::min(self, other)
    }

    /// Returns the maximum of `self` and `other`.
    pub fn or_max<T: Into<Vec2>>(self, other: T) -> Self {
        Vec2::max(self, other)
    }

    /// Returns a vector with the X component of self, and y=0.
    pub fn keep_x(&self) -> Self {
        Vec2::new(self.x, 0)
    }

    /// Returns a vector with the Y component of self, and x=0.
    pub fn keep_y(&self) -> Self {
        Vec2::new(0, self.y)
    }

    /// Alias for `Vec2::new(0,0)`.
    pub fn zero() -> Self {
        Vec2::new(0, 0)
    }

    /// Returns (max(self.x,other.x), self.y+other.y)
    pub fn stack_vertical(&self, other: &Vec2) -> Vec2 {
        Vec2::new(max(self.x, other.x), self.y + other.y)
    }

    /// Returns (self.x+other.x, max(self.y,other.y))
    pub fn stack_horizontal(&self, other: &Vec2) -> Vec2 {
        Vec2::new(self.x + other.x, max(self.y, other.y))
    }

    /// Returns `true` if `self` could fit inside `other`.
    ///
    /// Shortcut for `self.x <= other.x && self.y <= other.y`.
    pub fn fits_in<T: Into<Vec2>>(&self, other: T) -> bool {
        let other = other.into();
        self.x <= other.x && self.y <= other.y
    }

    /// Returns a new `Vec2` with the axis `o` set to `value`.
    pub fn with_axis(&self, o: Orientation, value: usize) -> Self {
        let mut new = *self;
        *o.get_ref(&mut new) = value;
        new
    }

    /// Returns a new `Vec2` with the axis `o` set to the value from `other`.
    pub fn with_axis_from(&self, o: Orientation, other: &Vec2) -> Self {
        let mut new = *self;
        new.set_axis_from(o, other);
        new
    }

    /// Sets the axis `o` on `self` to the value from `other`.
    pub fn set_axis_from(&mut self, o: Orientation, other: &Vec2) {
        *o.get_ref(self) = o.get(other);
    }
}

impl From<(i32, i32)> for XY<usize> {
    fn from((x, y): (i32, i32)) -> Self {
        (x as usize, y as usize).into()
    }
}

impl From<(u32, u32)> for XY<usize> {
    fn from((x, y): (u32, u32)) -> Self {
        (x as usize, y as usize).into()
    }
}


impl<T: Into<Vec2>> Add<T> for XY<usize> {
    type Output = Vec2;

    fn add(self, other: T) -> Vec2 {
        self.zip_map(other.into(), Add::add)
    }
}

impl<T: Into<Vec2>> Sub<T> for XY<usize> {
    type Output = Vec2;

    fn sub(self, other: T) -> Vec2 {
        self.zip_map(other.into(), Sub::sub)
    }
}

impl Div<usize> for XY<usize> {
    type Output = Vec2;

    fn div(self, other: usize) -> Vec2 {
        self.map(|s| s / other)
    }
}

impl Mul<usize> for XY<usize> {
    type Output = Vec2;

    fn mul(self, other: usize) -> Vec2 {
        self.map(|s| s * other)
    }
}

/// Four values representing each direction.
#[derive(Clone,Copy)]
pub struct Vec4 {
    /// Left margin
    pub left: usize,
    /// Right margin
    pub right: usize,
    /// Top margin
    pub top: usize,
    /// Bottom margin
    pub bottom: usize,
}

impl Vec4 {
    /// Creates a new Vec4.
    pub fn new(left: usize, right: usize, top: usize, bottom: usize) -> Self {
        Vec4 {
            left: left,
            right: right,
            top: top,
            bottom: bottom,
        }
    }

    /// Returns left + right.
    pub fn horizontal(&self) -> usize {
        self.left + self.right
    }

    /// Returns top + bottom.
    pub fn vertical(&self) -> usize {
        self.top + self.bottom
    }

    /// Returns (left+right, top+bottom).
    pub fn combined(&self) -> Vec2 {
        Vec2::new(self.horizontal(), self.vertical())
    }

    /// Returns (left, top).
    pub fn top_left(&self) -> Vec2 {
        Vec2::new(self.left, self.top)
    }

    /// Returns (right, bottom).
    pub fn bot_right(&self) -> Vec2 {
        Vec2::new(self.right, self.bottom)
    }
}

impl From<(usize, usize, usize, usize)> for Vec4 {
    fn from((left, right, top, bottom): (usize, usize, usize, usize)) -> Vec4 {
        Vec4::new(left, right, top, bottom)
    }
}

impl From<(i32, i32, i32, i32)> for Vec4 {
    fn from((left, right, top, bottom): (i32, i32, i32, i32)) -> Vec4 {
        (left as usize, right as usize, top as usize, bottom as usize).into()
    }
}

impl From<((i32, i32), (i32, i32))> for Vec4 {
    fn from(((left, right), (top, bottom)): ((i32, i32), (i32, i32))) -> Vec4 {
        (left, right, top, bottom).into()
    }
}
impl From<((usize, usize), (usize, usize))> for Vec4 {
    fn from(((left, right), (top, bottom)): ((usize, usize), (usize, usize)))
            -> Vec4 {
        (left, right, top, bottom).into()
    }
}

impl<T: Into<Vec4>> Add<T> for Vec4 {
    type Output = Vec4;

    fn add(self, other: T) -> Vec4 {
        let ov = other.into();

        Vec4 {
            left: self.left + ov.left,
            right: self.right + ov.right,
            top: self.top + ov.top,
            bottom: self.bottom + ov.bottom,
        }
    }
}

impl<T: Into<Vec4>> Sub<T> for Vec4 {
    type Output = Vec4;

    fn sub(self, other: T) -> Vec4 {
        let ov = other.into();

        Vec4 {
            left: self.left - ov.left,
            right: self.right - ov.right,
            top: self.top - ov.top,
            bottom: self.bottom - ov.bottom,
        }
    }
}


impl Div<usize> for Vec4 {
    type Output = Vec4;

    fn div(self, other: usize) -> Vec4 {
        Vec4 {
            left: self.left / other,
            right: self.right / other,
            top: self.top / other,
            bottom: self.bottom / other,
        }
    }
}

impl Mul<usize> for Vec4 {
    type Output = Vec4;

    fn mul(self, other: usize) -> Vec4 {
        Vec4 {
            left: self.left * other,
            right: self.right * other,
            top: self.top * other,
            bottom: self.bottom * other,
        }
    }
}

#[cfg(test)]
mod tests {
    use super::Vec2;

    #[test]
    fn test_from() {
        let vi32 = Vec2::from((4i32, 5i32));
        let vu32 = Vec2::from((4u32, 5u32));

        let vusize = Vec2::from((4usize, 5usize));
        let vvec = Vec2::from(Vec2::new(4, 5));

        assert_eq!(vi32 - vu32, vusize - vvec);
    }
}