/*************************************************************************/ /* vector2i.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include #include #include namespace godot { Vector2i::operator String() const { return String::num(x, 0) + ", " + String::num(y, 0); } Vector2i Vector2i::operator+(const Vector2i &p_v) const { return Vector2i(x + p_v.x, y + p_v.y); } void Vector2i::operator+=(const Vector2i &p_v) { x += p_v.x; y += p_v.y; } Vector2i Vector2i::operator-(const Vector2i &p_v) const { return Vector2i(x - p_v.x, y - p_v.y); } void Vector2i::operator-=(const Vector2i &p_v) { x -= p_v.x; y -= p_v.y; } Vector2i Vector2i::operator*(const Vector2i &p_v1) const { return Vector2i(x * p_v1.x, y * p_v1.y); } Vector2i Vector2i::operator*(const int32_t &rvalue) const { return Vector2i(x * rvalue, y * rvalue); } void Vector2i::operator*=(const int32_t &rvalue) { x *= rvalue; y *= rvalue; } Vector2i Vector2i::operator/(const Vector2i &p_v1) const { return Vector2i(x / p_v1.x, y / p_v1.y); } Vector2i Vector2i::operator/(const int32_t &rvalue) const { return Vector2i(x / rvalue, y / rvalue); } void Vector2i::operator/=(const int32_t &rvalue) { x /= rvalue; y /= rvalue; } Vector2i Vector2i::operator%(const Vector2i &p_v1) const { return Vector2i(x % p_v1.x, y % p_v1.y); } Vector2i Vector2i::operator%(const int32_t &rvalue) const { return Vector2i(x % rvalue, y % rvalue); } void Vector2i::operator%=(const int32_t &rvalue) { x %= rvalue; y %= rvalue; } Vector2i Vector2i::operator-() const { return Vector2i(-x, -y); } bool Vector2i::operator==(const Vector2i &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool Vector2i::operator!=(const Vector2i &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } } // namespace godot