283 lines
7.7 KiB
Go
283 lines
7.7 KiB
Go
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package xrect
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import "fmt"
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// Define a base and simple Rect interface.
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type Rect interface {
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X() int
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Y() int
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Width() int
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Height() int
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XSet(x int)
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YSet(y int)
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WidthSet(width int)
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HeightSet(height int)
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Pieces() (int, int, int, int)
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}
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// RectPieces just returns a four-tuple of x, y, width and height
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func RectPieces(xr Rect) (int, int, int, int) {
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return xr.X(), xr.Y(), xr.Width(), xr.Height()
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}
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func Pieces(xr Rect) (int, int, int, int) {
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return RectPieces(xr)
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}
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// Provide a simple implementation of a rect.
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// Maybe this will be all we need?
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type XRect struct {
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x, y int
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width, height int
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}
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// Provide the ability to construct an XRect.
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func New(x, y, w, h int) *XRect {
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return &XRect{x, y, w, h}
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}
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func (r *XRect) String() string {
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return fmt.Sprintf("[(%d, %d) %dx%d]", r.x, r.y, r.width, r.height)
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}
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// Satisfy the Rect interface
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func (r *XRect) X() int {
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return r.x
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}
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func (r *XRect) Y() int {
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return r.y
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}
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func (r *XRect) Width() int {
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return r.width
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}
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func (r *XRect) Height() int {
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return r.height
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}
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func (r *XRect) XSet(x int) {
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r.x = x
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}
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func (r *XRect) YSet(y int) {
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r.y = y
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}
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func (r *XRect) WidthSet(width int) {
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r.width = width
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}
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func (r *XRect) HeightSet(height int) {
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r.height = height
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}
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// Pieces just returns a four-tuple of x, y, width and height
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func (r *XRect) Pieces() (int, int, int, int) {
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return r.X(), r.Y(), r.Width(), r.Height()
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}
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// Valid returns whether a rectangle is valid or not. i.e., a width AND height
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// not equal to zero.
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func Valid(r Rect) bool {
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return r.Width() != 0 && r.Height() != 0
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}
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// Subtract subtracts r2 from r1 and returns the result as a
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// new slice of Rects.
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// Basically, rectangle subtraction works by cutting r2 out of r1, and returning
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// the resulting rectangles.
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// If r1 does not overlap r2, then only one rectangle is returned and is
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// equivalent to r1.
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// If r2 covers r1, then no rectangles are returned.
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// If r1 covers r2, then four rectangles are returned.
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// If r2 partially overlaps r1, then one, two or three rectangles are returned.
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func Subtract(r1 Rect, r2 Rect) []Rect {
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r1x1, r1y1, r1w, r1h := r1.Pieces()
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r2x1, r2y1, r2w, r2h := r2.Pieces()
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r1x2, r1y2 := r1x1+r1w, r1y1+r1h
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r2x2, r2y2 := r2x1+r2w, r2y1+r2h
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// No intersection; return r1.
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if r2x1 >= r1x2 || r1x1 >= r2x2 || r2y1 >= r1y2 || r1y1 >= r2y2 {
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return []Rect{New(r1x1, r1y1, r1w, r1h)}
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}
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// r2 covers r1; so subtraction yields no rectangles.
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if r1x1 >= r2x1 && r1y1 >= r2y1 && r1x2 <= r2x2 && r1y2 <= r2y2 {
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return []Rect{}
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}
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// Now generate each of the four possible rectangles and add them only
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// if they are valid (i.e., width/height >= 1)
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result := make([]Rect, 0, 4)
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rect1 := New(r1x1, r1y1, r1w, r2y1-r1y1)
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rect2 := New(r1x1, r1y1, r2x1-r1x1, r1h)
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rect3 := New(r1x1, r2y2, r1w, r1h-((r2y1-r1y1)+r2h))
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rect4 := New(r2x2, r1y1, r1w-((r2x1-r1x1)+r2w), r1h)
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if Valid(rect1) {
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result = append(result, rect1)
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}
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if Valid(rect2) {
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result = append(result, rect2)
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}
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if Valid(rect3) {
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result = append(result, rect3)
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}
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if Valid(rect4) {
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result = append(result, rect4)
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}
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return result
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}
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// IntersectArea takes two rectangles satisfying the Rect interface and
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// returns the area of their intersection. If there is no intersection, return
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// 0 area.
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func IntersectArea(r1 Rect, r2 Rect) int {
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x1, y1, w1, h1 := RectPieces(r1)
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x2, y2, w2, h2 := RectPieces(r2)
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if x2 < x1+w1 && x2+w2 > x1 && y2 < y1+h1 && y2+h2 > y1 {
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iw := min(x1+w1-1, x2+w2-1) - max(x1, x2) + 1
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ih := min(y1+h1-1, y2+h2-1) - max(y1, y2) + 1
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return iw * ih
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}
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return 0
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}
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// LargestOverlap returns the index of the rectangle in 'haystack' that has the
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// largest overlap with the rectangle 'needle'.
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// This is commonly used to find which monitor a window should belong on.
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// (Since it can technically be partially displayed on more than one monitor
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// at a time.)
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// Be careful, the return value can be -1 if there is no overlap.
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func LargestOverlap(needle Rect, haystack []Rect) int {
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biggestArea := 0
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reti := -1
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var area int
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for i, possible := range haystack {
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area = IntersectArea(needle, possible)
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if area > biggestArea {
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biggestArea = area
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reti = i
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}
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}
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return reti
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}
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// ApplyStrut takes a list of Rects (typically the rectangles that represent
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// each physical head in this case), the root window geometry,
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// and a set of parameters representing a
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// strut, and modifies the list of Rects to account for that strut.
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// That is, it shrinks each rect.
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// Note that if struts overlap, the *most restrictive* one is used. This seems
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// like the most sensible response to a weird scenario.
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// (If you don't have a partial strut, just use '0' for the extra fields.)
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// See xgbutil/examples/workarea-struts for an example of how to use this to
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// get accurate workarea for each physical head.
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func ApplyStrut(rects []Rect, rootWidth, rootHeight uint,
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left, right, top, bottom,
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left_start_y, left_end_y, right_start_y, right_end_y,
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top_start_x, top_end_x, bottom_start_x, bottom_end_x uint) {
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var nx, ny uint // 'n*' are new values that may or may not be used
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var nw, nh uint
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var x_, y_, w_, h_ int
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var x, y, w, h uint
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var bt, tp, lt, rt bool
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rWidth, rHeight := rootWidth, rootHeight
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// The essential idea of struts, and particularly partial struts, is that
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// one piece of a border of the screen can be "reserved" for some
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// special windows like docks, panels, taskbars and system trays.
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// Since we assume that one window can only reserve one piece of a border
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// (either top, left, right or bottom), we iterate through each rect
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// in our list and check if that rect is affected by the given strut.
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// If it is, we modify the current rect appropriately.
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// TODO: Fix this so old school _NET_WM_STRUT can work too. It actually
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// should be pretty simple: change conditions like 'if tp' to
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// 'if tp || (top_start_x == 0 && top_end_x == 0 && top != 0)'.
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// Thus, we would end up changing every rect, which is what old school
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// struts should do. We may also make a conscious choice to ignore them
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// when 'rects' has more than one rect, since the old school struts will
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// typically result in undesirable behavior.
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for _, rect := range rects {
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x_, y_, w_, h_ = RectPieces(rect)
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x, y, w, h = uint(x_), uint(y_), uint(w_), uint(h_)
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bt = bottom_start_x != bottom_end_x &&
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(xInRect(bottom_start_x, rect) || xInRect(bottom_end_x, rect))
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tp = top_start_x != top_end_x &&
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(xInRect(top_start_x, rect) || xInRect(top_end_x, rect))
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lt = left_start_y != left_end_y &&
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(yInRect(left_start_y, rect) || yInRect(left_end_y, rect))
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rt = right_start_y != right_end_y &&
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(yInRect(right_start_y, rect) || yInRect(right_end_y, rect))
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if bt {
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nh = h - (bottom - ((rHeight - h) - y))
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if nh < uint(rect.Height()) {
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rect.HeightSet(int(nh))
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}
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} else if tp {
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nh = h - (top - y)
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if nh < uint(rect.Height()) {
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rect.HeightSet(int(nh))
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}
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ny = top
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if ny > uint(rect.Y()) {
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rect.YSet(int(ny))
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}
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} else if rt {
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nw = w - (right - ((rWidth - w) - x))
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if nw < uint(rect.Width()) {
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rect.WidthSet(int(nw))
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}
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} else if lt {
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nw = w - (left - x)
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if nw < uint(rect.Width()) {
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rect.WidthSet(int(nw))
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}
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nx = left
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if nx > uint(rect.X()) {
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rect.XSet(int(nx))
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}
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}
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}
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}
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// xInRect is whether a particular x-coordinate is vertically constrained by
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// a rectangle.
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func xInRect(xtest uint, rect Rect) bool {
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x, _, w, _ := RectPieces(rect)
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return int(xtest) >= x && int(xtest) < (x+w)
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}
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// yInRect is whether a particular y-coordinate is horizontally constrained by
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// a rectangle.
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func yInRect(ytest uint, rect Rect) bool {
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_, y, _, h := RectPieces(rect)
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return int(ytest) >= y && int(ytest) < (y+h)
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}
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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func max(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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