mutter/src/core/meta-border.c
Sandro Bonazzola ff4d87727b Update license access method
Dropped obsolete Free Software Foundation address pointing
to the FSF website instead as suggested by
https://www.gnu.org/licenses/gpl-howto.html
keeping intact the important part of the historical notice
as requested by the license.

Resolving rpmlint reported issue E: incorrect-fsf-address.

Signed-off-by: Sandro Bonazzola <sbonazzo@redhat.com>
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3155>
2023-08-30 08:48:23 +02:00

153 lines
4.1 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Copyright (C) 2015 Red Hat
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*
* Written by:
* Jonas Ådahl <jadahl@gmail.com>
*/
#include "config.h"
#include "core/meta-border.h"
#include <math.h>
static inline float
meta_vector2_cross_product (const MetaVector2 a,
const MetaVector2 b)
{
return a.x * b.y - a.y * b.x;
}
static inline MetaVector2
meta_vector2_add (const MetaVector2 a,
const MetaVector2 b)
{
return (MetaVector2) {
.x = a.x + b.x,
.y = a.y + b.y,
};
}
static inline MetaVector2
meta_vector2_multiply_constant (const float c,
const MetaVector2 a)
{
return (MetaVector2) {
.x = c * a.x,
.y = c * a.y,
};
}
gboolean
meta_line2_intersects_with (const MetaLine2 *line1,
const MetaLine2 *line2,
MetaVector2 *intersection)
{
MetaVector2 p = line1->a;
MetaVector2 r = meta_vector2_subtract (line1->b, line1->a);
MetaVector2 q = line2->a;
MetaVector2 s = meta_vector2_subtract (line2->b, line2->a);
float rxs;
float sxr;
float t;
float u;
/*
* The line (p, r) and (q, s) intersects where
*
* p + t r = q + u s
*
* Calculate t:
*
* (p + t r) × s = (q + u s) × s
* p × s + t (r × s) = q × s + u (s × s)
* p × s + t (r × s) = q × s
* t (r × s) = q × s - p × s
* t (r × s) = (q - p) × s
* t = ((q - p) × s) / (r × s)
*
* Using the same method, for u we get:
*
* u = ((p - q) × r) / (s × r)
*/
rxs = meta_vector2_cross_product (r, s);
sxr = meta_vector2_cross_product (s, r);
/* If r × s = 0 then the lines are either parallel or collinear. */
if (fabsf (rxs) < FLT_MIN)
return FALSE;
t = meta_vector2_cross_product (meta_vector2_subtract (q, p), s) / rxs;
u = meta_vector2_cross_product (meta_vector2_subtract (p, q), r) / sxr;
/* The lines only intersect if 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1. */
if (t < 0.0 || t > 1.0 || u < 0.0 || u > 1.0)
return FALSE;
*intersection = meta_vector2_add (p, meta_vector2_multiply_constant (t, r));
return TRUE;
}
gboolean
meta_border_is_horizontal (MetaBorder *border)
{
return border->line.a.y == border->line.b.y;
}
gboolean
meta_border_is_blocking_directions (MetaBorder *border,
MetaBorderMotionDirection directions)
{
if (meta_border_is_horizontal (border))
{
if ((directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
META_BORDER_MOTION_DIRECTION_NEGATIVE_Y)) == 0)
return FALSE;
}
else
{
if ((directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_X |
META_BORDER_MOTION_DIRECTION_NEGATIVE_X)) == 0)
return FALSE;
}
return (~border->blocking_directions & directions) != directions;
}
unsigned int
meta_border_get_allows_directions (MetaBorder *border)
{
return ~border->blocking_directions &
(META_BORDER_MOTION_DIRECTION_POSITIVE_X |
META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
META_BORDER_MOTION_DIRECTION_NEGATIVE_X |
META_BORDER_MOTION_DIRECTION_NEGATIVE_Y);
}
void
meta_border_set_allows_directions (MetaBorder *border, unsigned int directions)
{
border->blocking_directions =
~directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_X |
META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
META_BORDER_MOTION_DIRECTION_NEGATIVE_X |
META_BORDER_MOTION_DIRECTION_NEGATIVE_Y);
}