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util.lua
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util.lua
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-- Kazari, a touch gesture library.
--
-- Copyright (C) 2022 Miku AuahDark
--
-- This software is provided 'as-is', without any express or implied
-- warranty. In no event will the authors be held liable for any damages
-- arising from the use of this software.
--
-- Permission is granted to anyone to use this software for any purpose,
-- including commercial applications, and to alter it and redistribute it
-- freely, subject to the following restrictions:
--
-- 1. The origin of this software must not be misrepresented; you must not
-- claim that you wrote the original software. If you use this software
-- in a product, an acknowledgment in the product documentation would be
-- appreciated but is not required.
-- 2. Altered source versions must be plainly marked as such, and must not be
-- misrepresented as being the original software.
-- 3. This notice may not be removed or altered from any source distribution.
---@class Kazari.Util
local util = {}
---@param constraint Kazari.AnyConstraint?
function util.resolveConstraint(constraint)
if constraint then
if constraint.get then
---@cast constraint NLay.BaseConstraint
return constraint:get()
elseif #constraint == 4 then
return constraint[1], constraint[2], constraint[3], constraint[4]
else
return constraint.x, constraint.y, constraint.w, constraint.h
end
else
return -2147483648, -2147483648, 4294967295, 4294967295
end
end
---@param px number
---@param py number
---@param constraint Kazari.AnyConstraint?
function util.pointInConstraint(px, py, constraint)
local x, y, w, h = util.resolveConstraint(constraint)
return px >= x and py >= y and px < (x + w) and py < (y + h)
end
---@param x1 number
---@param y1 number
---@param x2 number
---@param y2 number
function util.distance(x1, y1, x2, y2)
return math.sqrt((x2 - x1) ^ 2 + (y2- y1) ^ 2)
end
---@param px number
---@param py number
---@param constraint Kazari.AnyConstraint?
function util.ensurePointInside(px, py, constraint)
local x, y, w, h = util.resolveConstraint(constraint)
return math.min(math.max(px, x), x + w), math.min(math.max(py, y), y + h)
end
return util