Let SM play nice with OS X's headers.
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+27
-26
@@ -202,36 +202,37 @@ public:
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};
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namespace SM
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template <class T>
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class Rect
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{
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{
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public:
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template <class T>
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Rect() {};
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class Rect
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Rect(T l, T t, T r, T b) { left = l, top = t, right = r, bottom = b; };
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T GetWidth() const { return right-left; };
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T GetHeight() const { return bottom-top; };
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T GetCenterX() const { return (left+right)/2; };
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T GetCenterY() const { return (top+bottom)/2; };
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bool operator==( const Rect &other ) const
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{
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{
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public:
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Rect() {};
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Rect(T l, T t, T r, T b) { left = l, top = t, right = r, bottom = b; };
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T GetWidth() const { return right-left; };
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T GetHeight() const { return bottom-top; };
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T GetCenterX() const { return (left+right)/2; };
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T GetCenterY() const { return (top+bottom)/2; };
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bool operator==( const Rect &other ) const
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{
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#define COMPARE( x ) if( x != other.x ) return false;
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#define COMPARE( x ) if( x != other.x ) return false;
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COMPARE( left );
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COMPARE( left );
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COMPARE( top );
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COMPARE( top );
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COMPARE( right );
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COMPARE( right );
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COMPARE( bottom );
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COMPARE( bottom );
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#undef COMPARE
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#undef COMPARE
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return true;
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return true;
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}
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}
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bool operator!=( const Rect &other ) const { return !operator==(other); }
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bool operator!=( const Rect &other ) const { return !operator==(other); }
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T left, top, right, bottom;
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T left, top, right, bottom;
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};
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};
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}
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typedef Rect<int> RectI;
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typedef SM::Rect<int> RectI;
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typedef Rect<float> RectF;
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typedef SM::Rect<float> RectF;
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/* Structure for our custom vertex type. Note that these data structes
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/* Structure for our custom vertex type. Note that these data structes
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* have the same layout that D3D expects. */
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* have the same layout that D3D expects. */
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