1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains 2D clipping routines
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef CLIP2D_H
#define CLIP2D_H
namespace vgui
{
struct Vertex_t;
}
//-----------------------------------------------------------------------------
// Enable/disable scissoring...
//-----------------------------------------------------------------------------
void EnableScissor( bool enable );
//-----------------------------------------------------------------------------
// For simulated scissor tests...
//-----------------------------------------------------------------------------
void SetScissorRect( int left, int top, int right, int bottom );
void GetScissorRect( int &left, int &top, int &right, int &bottom, bool &enabled );
//-----------------------------------------------------------------------------
// Clips a line segment to the current scissor rectangle
//-----------------------------------------------------------------------------
bool ClipLine( const vgui::Vertex_t *pInVerts, vgui::Vertex_t* pOutVerts );
//-----------------------------------------------------------------------------
// Purpose: Does a scissor clip of the input rectangle.
// Returns false if it is completely clipped off.
//-----------------------------------------------------------------------------
bool ClipRect( const vgui::Vertex_t &inUL, const vgui::Vertex_t &inLR,
vgui::Vertex_t *pOutUL, vgui::Vertex_t *pOutLR );
//-----------------------------------------------------------------------------
// Clips a polygon to the screen area
//-----------------------------------------------------------------------------
int ClipPolygon( int iCount, vgui::Vertex_t *pVerts, int iTranslateX, int iTranslateY, vgui::Vertex_t ***pppOutVertex );
#endif // CLIP2D_H
|