2002-10-12 11:37:38 +00:00
|
|
|
/*
|
|
|
|
*
|
|
|
|
* rct.c
|
|
|
|
*
|
|
|
|
* april 95
|
|
|
|
*
|
|
|
|
*
|
|
|
|
* A minimalist lib for functions doing stuff with rectangle structs.
|
|
|
|
*
|
2008-01-07 19:13:47 +00:00
|
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* 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
|
2008-01-07 19:13:47 +00:00
|
|
|
* of the License, or (at your option) any later version.
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* 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, write to the Free Software Foundation,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
|
|
* All rights reserved.
|
|
|
|
*
|
|
|
|
* The Original Code is: all of this file.
|
|
|
|
*
|
|
|
|
* Contributor(s): none yet.
|
|
|
|
*
|
2008-01-07 19:13:47 +00:00
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
2002-10-12 11:37:38 +00:00
|
|
|
*
|
|
|
|
*/
|
2011-02-27 20:37:56 +00:00
|
|
|
|
|
|
|
/** \file blender/blenlib/intern/rct.c
|
|
|
|
* \ingroup bli
|
|
|
|
*/
|
|
|
|
|
2010-08-25 08:31:52 +00:00
|
|
|
#include <stdio.h>
|
|
|
|
#include <math.h>
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-02-14 17:55:27 +00:00
|
|
|
#include "DNA_vec_types.h"
|
|
|
|
#include "BLI_rect.h"
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
int BLI_rcti_is_empty(rcti * rect)
|
2010-02-16 15:59:36 +00:00
|
|
|
{
|
|
|
|
return ((rect->xmax<=rect->xmin) ||
|
|
|
|
(rect->ymax<=rect->ymin));
|
|
|
|
}
|
|
|
|
|
|
|
|
int BLI_rctf_is_empty(rctf * rect)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
return ((rect->xmax<=rect->xmin) ||
|
|
|
|
(rect->ymax<=rect->ymin));
|
|
|
|
}
|
|
|
|
|
|
|
|
int BLI_in_rcti(rcti * rect, int x, int y)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(x<rect->xmin) return 0;
|
|
|
|
if(x>rect->xmax) return 0;
|
|
|
|
if(y<rect->ymin) return 0;
|
|
|
|
if(y>rect->ymax) return 0;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int BLI_in_rctf(rctf *rect, float x, float y)
|
|
|
|
{
|
|
|
|
|
|
|
|
if(x<rect->xmin) return 0;
|
|
|
|
if(x>rect->xmax) return 0;
|
|
|
|
if(y<rect->ymin) return 0;
|
|
|
|
if(y>rect->ymax) return 0;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_union_rctf(rctf *rct1, rctf *rct2)
|
|
|
|
{
|
2009-02-10 15:38:00 +00:00
|
|
|
|
|
|
|
if(rct1->xmin>rct2->xmin) rct1->xmin= rct2->xmin;
|
|
|
|
if(rct1->xmax<rct2->xmax) rct1->xmax= rct2->xmax;
|
|
|
|
if(rct1->ymin>rct2->ymin) rct1->ymin= rct2->ymin;
|
|
|
|
if(rct1->ymax<rct2->ymax) rct1->ymax= rct2->ymax;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-02-10 15:38:00 +00:00
|
|
|
void BLI_union_rcti(rcti *rct1, rcti *rct2)
|
|
|
|
{
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(rct1->xmin>rct2->xmin) rct1->xmin= rct2->xmin;
|
|
|
|
if(rct1->xmax<rct2->xmax) rct1->xmax= rct2->xmax;
|
|
|
|
if(rct1->ymin>rct2->ymin) rct1->ymin= rct2->ymin;
|
|
|
|
if(rct1->ymax<rct2->ymax) rct1->ymax= rct2->ymax;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_init_rctf(rctf *rect, float xmin, float xmax, float ymin, float ymax)
|
|
|
|
{
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
if(xmin <= xmax) {
|
|
|
|
rect->xmin= xmin;
|
|
|
|
rect->xmax= xmax;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
rect->xmax= xmin;
|
|
|
|
rect->xmin= xmax;
|
|
|
|
}
|
|
|
|
if(ymin <= ymax) {
|
|
|
|
rect->ymin= ymin;
|
|
|
|
rect->ymax= ymax;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
rect->ymax= ymin;
|
|
|
|
rect->ymin= ymax;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
void BLI_init_rcti(rcti *rect, int xmin, int xmax, int ymin, int ymax)
|
|
|
|
{
|
2.5
First version of region-scaling. WIP commit, so bear with me a while!
- All fixed sized regions have a small 'drag' widget, on the left or top.
(not yet for free-sized regions, like 4-split).
- Mouse-over on widget changes cursor and allows drag.
- Click on widget hides/reveals.
- Fun for test; 3d view header, if high enough, draws more rows of
buttons when width is too small.
The WIP stuff;
- It doesn't save yet in files, using the "minsize" variable of region
definitions, also means other similar areas show same sizes now.
- Definitions for pref size, min/max will be added.
- Properties panel in Fcurve window draws widget on wrong place when
hidden (subdiv system needs tweak)
- Widgets don't draw perfect yet, also needs further tweaks.
But, in general it's quite fun and usable. :) Many variatians are possible,
like for real tabs, or little icons, or just click-drag on edge.
The reason to first try the widget/tab variation:
- it re-uses the "Area Action Zone" code, widgets for layouting Screens
- it's visible, hotkey-only options for screen layouts are not preferred.
- distinguish clearly area-edges from region-edges this way. Having the
cursor change shape on every edge (and block input) is probably annoying
too... but that can be tested.
Later more!
2009-05-24 13:29:29 +00:00
|
|
|
if(xmin <= xmax) {
|
|
|
|
rect->xmin= xmin;
|
|
|
|
rect->xmax= xmax;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
rect->xmax= xmin;
|
|
|
|
rect->xmin= xmax;
|
|
|
|
}
|
|
|
|
if(ymin <= ymax) {
|
|
|
|
rect->ymin= ymin;
|
|
|
|
rect->ymax= ymax;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
rect->ymax= ymin;
|
|
|
|
rect->ymin= ymax;
|
|
|
|
}
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_translate_rcti(rcti *rect, int x, int y)
|
|
|
|
{
|
|
|
|
rect->xmin += x;
|
|
|
|
rect->ymin += y;
|
|
|
|
rect->xmax += x;
|
|
|
|
rect->ymax += y;
|
|
|
|
}
|
|
|
|
void BLI_translate_rctf(rctf *rect, float x, float y)
|
|
|
|
{
|
|
|
|
rect->xmin += x;
|
|
|
|
rect->ymin += y;
|
|
|
|
rect->xmax += x;
|
|
|
|
rect->ymax += y;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2010-06-17 14:22:54 +00:00
|
|
|
/* change width & height around the central location */
|
|
|
|
void BLI_resize_rcti(rcti *rect, int x, int y)
|
|
|
|
{
|
|
|
|
rect->xmin= rect->xmax= (rect->xmax + rect->xmin) / 2;
|
|
|
|
rect->ymin= rect->ymax= (rect->ymax + rect->ymin) / 2;
|
|
|
|
rect->xmin -= x / 2;
|
|
|
|
rect->ymin -= y / 2;
|
|
|
|
rect->xmax= rect->xmin + x;
|
|
|
|
rect->ymax= rect->ymin + y;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BLI_resize_rctf(rctf *rect, float x, float y)
|
|
|
|
{
|
|
|
|
rect->xmin= rect->xmax= (rect->xmax + rect->xmin) * 0.5f;
|
|
|
|
rect->ymin= rect->ymax= (rect->ymax + rect->ymin) * 0.5f;
|
|
|
|
rect->xmin -= x * 0.5f;
|
|
|
|
rect->ymin -= y * 0.5f;
|
|
|
|
rect->xmax= rect->xmin + x;
|
|
|
|
rect->ymax= rect->ymin + y;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
int BLI_isect_rctf(rctf *src1, rctf *src2, rctf *dest)
|
|
|
|
{
|
|
|
|
float xmin, xmax;
|
|
|
|
float ymin, ymax;
|
|
|
|
|
|
|
|
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
|
|
|
|
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
|
|
|
|
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
|
|
|
|
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
|
|
|
|
|
|
|
|
if(xmax>=xmin && ymax>=ymin) {
|
|
|
|
if(dest) {
|
|
|
|
dest->xmin = xmin;
|
|
|
|
dest->xmax = xmax;
|
|
|
|
dest->ymin = ymin;
|
|
|
|
dest->ymax = ymax;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(dest) {
|
|
|
|
dest->xmin = 0;
|
|
|
|
dest->xmax = 0;
|
|
|
|
dest->ymin = 0;
|
|
|
|
dest->ymax = 0;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
|
|
|
|
int BLI_isect_rcti(rcti *src1, rcti *src2, rcti *dest)
|
|
|
|
{
|
|
|
|
int xmin, xmax;
|
|
|
|
int ymin, ymax;
|
|
|
|
|
|
|
|
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
|
|
|
|
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
|
|
|
|
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
|
|
|
|
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
|
|
|
|
|
|
|
|
if(xmax>=xmin && ymax>=ymin) {
|
|
|
|
if(dest) {
|
|
|
|
dest->xmin = xmin;
|
|
|
|
dest->xmax = xmax;
|
|
|
|
dest->ymin = ymin;
|
|
|
|
dest->ymax = ymax;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(dest) {
|
|
|
|
dest->xmin = 0;
|
|
|
|
dest->xmax = 0;
|
|
|
|
dest->ymin = 0;
|
|
|
|
dest->ymax = 0;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
2010-08-25 08:31:52 +00:00
|
|
|
|
|
|
|
void BLI_copy_rcti_rctf(rcti *tar, const rctf *src)
|
|
|
|
{
|
2011-08-19 16:21:29 +00:00
|
|
|
tar->xmin= floor(src->xmin + 0.5f);
|
|
|
|
tar->xmax= floor((src->xmax - src->xmin) + 0.5f);
|
|
|
|
tar->ymin= floor(src->ymin + 0.5f);
|
|
|
|
tar->ymax= floor((src->ymax - src->ymin) + 0.5f);
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void print_rctf(const char *str, rctf *rect)
|
|
|
|
{
|
2011-05-23 14:51:31 +00:00
|
|
|
printf("%s: xmin %.3f, xmax %.3f, ymin %.3f, ymax %.3f (%.3fx%.3f)\n", str, rect->xmin, rect->xmax, rect->ymin, rect->ymax, rect->xmax - rect->xmin, rect->ymax - rect->ymin);
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void print_rcti(const char *str, rcti *rect)
|
|
|
|
{
|
2011-03-15 03:02:12 +00:00
|
|
|
printf("%s: xmin %d, xmax %d, ymin %d, ymax %d (%dx%d)\n", str, rect->xmin, rect->xmax, rect->ymin, rect->ymax, rect->xmax - rect->xmin, rect->ymax - rect->ymin);
|
2010-08-25 08:31:52 +00:00
|
|
|
}
|