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//-----------------------------------------------------------------------------
// Name: ivec2math.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/ivec2.h>
inline ivec2 &operator+=(ivec2 &vec, const ivec2 ¶m) {
vec.entries[0] += param.entries[0];
vec.entries[1] += param.entries[1];
return vec;
}
inline ivec2 &operator-=(ivec2 &vec, const ivec2 ¶m) {
vec.entries[0] -= param.entries[0];
vec.entries[1] -= param.entries[1];
return vec;
}
inline ivec2 &operator*=(ivec2 &vec, int param) {
vec.entries[0] *= param;
vec.entries[1] *= param;
return vec;
}
inline ivec2 &operator*=(ivec2 &vec, const ivec2 ¶m) {
vec.entries[0] *= param.entries[0];
vec.entries[1] *= param.entries[1];
return vec;
}
inline ivec2 &operator/=(ivec2 &vec, int param) {
vec.entries[0] /= param;
vec.entries[1] /= param;
return vec;
}
inline bool operator!=(const ivec2 &vec, const ivec2 ¶m) {
return (vec.entries[0] != param.entries[0] ||
vec.entries[1] != param.entries[1]);
}
inline bool operator!=(const ivec2 &vec, int param) {
return (vec.entries[0] != param ||
vec.entries[1] != param);
}
inline ivec2 operator+(const ivec2 &vec_a, const ivec2 &vec_b) {
ivec2 vec(vec_a);
vec += vec_b;
return vec;
}
inline ivec2 operator-(const ivec2 &vec_a, const ivec2 &vec_b) {
ivec2 vec(vec_a);
vec -= vec_b;
return vec;
}
inline ivec2 operator*(const ivec2 &vec_a, const int param) {
ivec2 vec(vec_a);
vec *= param;
return vec;
}
inline ivec2 operator/(const ivec2 &vec_a, const int param) {
ivec2 vec(vec_a);
vec /= param;
return vec;
}
inline ivec2 operator/(const ivec2 &vec_a, const ivec2 &vec_b) {
return ivec2(vec_a.entries[0] / vec_b.entries[0],
vec_a.entries[1] / vec_b.entries[1]);
}
inline ivec2 operator*(const ivec2 &vec_a, const ivec2 &vec_b) {
return ivec2(vec_a[0] * vec_b[0],
vec_a[1] * vec_b[1]);
}
inline ivec2 operator-(const ivec2 &vec) {
return vec * 1;
}
inline ivec2 operator*(int param, const ivec2 &vec_b) {
return vec_b * param;
}
inline bool operator==(const ivec2 &vec_a, const ivec2 &vec_b) {
return (vec_a.entries[0] == vec_b.entries[0] &&
vec_a.entries[1] == vec_b.entries[1]);
}
inline bool operator<(const ivec2 &a, const ivec2 &b) {
return a.entries[0] < b.entries[0] ||
(a.entries[0] == b.entries[0] &&
(a.entries[1] < b.entries[1] ||
(a.entries[1] == b.entries[1])));
}
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