System.Types.TPointF

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Delphi

  TPointF = record
    class function Create(const AX, AY: Single): TPointF; overload; static; inline;
    class function Create(const APoint: TPoint): TPointF; overload; static; inline;
    class operator Add(const APoint1, APoint2: TPointF): TPointF;
    class operator Subtract(const APoint1, APoint2: TPointF): TPointF;
    class operator Equal(const APoint1, APoint2: TPointF): Boolean;
    class operator NotEqual(const APoint1, APoint2: TPointF): Boolean;
    class operator Implicit(const APoint: TPoint): TPointF;
    class operator Negative(const APoint: TPointF): TPointF;
    class operator Multiply(const APoint1, APoint2: TPointF): TPointF;
    class operator Multiply(const APoint: TPointF; const AFactor: Single): TPointF;
    class operator Multiply(const AFactor: Single; const APoint: TPointF): TPointF;
    class operator Divide(const APoint: TPointF; const AFactor: Single): TPointF;
    class function PointInCircle(const Point, Center: TPointF; const Radius: Integer): Boolean; static; inline;
    class function Zero: TPointF; inline; static;
    function Distance(const APoint: TPointF): Single;
    function CrossProduct(const APoint: TPointF): Single;
    function DotProduct(const APoint: TPointF): Single; inline;
    procedure Offset(const APoint: TPointF); overload; inline;
    procedure Offset(const ADeltaX, ADeltaY: Single); overload; inline;
    procedure Offset(const APoint: TPoint); overload; inline;
    procedure SetLocation(const X, Y: Single); overload; deprecated 'Use ":=" assignment instead';
    procedure SetLocation(const P: TPointF); overload; deprecated 'Use ":=" assignment instead';
    procedure SetLocation(const P: TPoint); overload; deprecated 'Use ":=" assignment instead';
    function Subtract(const Point: TPointF): TPointF; overload; deprecated 'Use TPointF.Offset instead';
    function Subtract(const Point: TPoint): TPointF; overload; deprecated 'Use TPointF.Offset instead';
    function Add(const Point: TPointF): TPointF; overload; deprecated 'Use TPointF.Offset instead';
    function Add(const Point: TPoint): TPointF; overload; deprecated 'Use TPointF.Offset instead';
    function Scale(const AFactor: Single): TPointF; deprecated;
    function EqualsTo(const Point: TPointF; const Epsilon: Single = 0): Boolean;
    function IsZero: Boolean;
    function Ceiling: TPoint;
    function Truncate: TPoint;
    function Round: TPoint;
    function Normalize: TPointF;
    function Length: Single;
    function Rotate(const AAngle: Single): TPointF;
    function Reflect(const APoint: TPointF): TPointF; inline;
    function MidPoint(const APoint: TPointF): TPointF; inline;
    function AngleCosine(const APoint: TPointF): Single;
    function Angle(const APoint: TPointF): Single;
    case Integer of
      0: (V: TPointFType;);
      1: (X: Single;
          Y: Single;);
  end;

C++

struct TPointF : public POINTF
{
#else
struct TPointF
{
  float x;
  float y;
#endif
  TPointF() _ALWAYS_INLINE
  { x = y = 0; }
  TPointF(float _x, float _y) _ALWAYS_INLINE
  { x=_x; y=_y; }
  TPointF(const POINT& pt) _ALWAYS_INLINE {
    x = pt.x;
    y = pt.y;
  }
  bool operator ==(const TPointF& pt) const {
    return _sameValue(x, pt.x) && _sameValue(y, pt.y);
  }
  bool operator !=(const TPointF& pt) const {
    return !(pt == *this);
  }
  TPointF operator +(const TPointF& rhs) const {
    return TPointF(rhs.x + this->x, rhs.y + this->y);
  }
  TPointF operator -(const TPointF& rhs) const {
    return TPointF(this->x - rhs.x, this->y - rhs.y);
  }
  TPointF& operator +=(const TPointF& rhs) {
    this->x += rhs.x;
    this->y += rhs.y;
    return *this;
  }
  TPointF& operator -=(const TPointF& rhs) {
    this->x -= rhs.x;
    this->y -= rhs.y;
    return *this;
  }
  bool IsZero() const _ALWAYS_INLINE {
    return _sameValue(x, 0.0F) && _sameValue(y, 0.0F);
  }
  bool IsEmpty() const _ALWAYS_INLINE {
    return IsZero();
  }
  void Offset(float DX, float DY) _ALWAYS_INLINE {
    x += DX;
    y += DY;
  }
  void SetLocation(float nX, float nY) _ALWAYS_INLINE {
    x = nX;
    y = nY;
  }
  void SetLocation(const TPointF& p) _ALWAYS_INLINE {
    x = p.x;
    y = p.y;
  }
  double Distance(const TPointF& p2) const _ALWAYS_INLINE {
  #ifdef _WIN64 // RS-53817
    return System::hypotWA(p2.x - this->x, p2.y - this->y);
  #else
    return hypot(p2.x - this->x, p2.y - this->y);
  #endif
  }
  TPoint Ceiling() const _ALWAYS_INLINE {
    return TPoint((int32_t)ceil(this->x), (int32_t)ceil(this->y));
  }
  TPoint Truncate() const _ALWAYS_INLINE {
    return TPoint((int32_t)floor(this->x), (int32_t)floor(this->y));
  }
  TPoint Round() const _ALWAYS_INLINE {
    return TPoint((int32_t)floor(this->x + 0.5), (int32_t)floor(this->y + 0.5));
  }
  bool PtInCircle(const TPointF& CircleCenter, float Radius) const _ALWAYS_INLINE {
    return (Radius > 0.0F) && ((_sqrf(CircleCenter.x-x)+_sqrf(CircleCenter.y-y)) < _sqrf(Radius));
  }
  static float __fastcall _sqrf(float i) _ALWAYS_INLINE {
    return i*i;
  }
  static bool __fastcall _sameValue(float a, float b) {
    const float SINGLE_RESOLUTION = 1.25E-6f;
    const float SINGLE_ZERO =6.25E-37f;
    float _epsilon = (float) ((fabs(a) > fabs(b)) ? fabs(a): fabs(b)) * SINGLE_RESOLUTION;
    if (_epsilon == 0)
      _epsilon = SINGLE_ZERO; // both a and b are very little, _epsilon was 0 because of normalization
    return (a > b) ? ((a - b) <= _epsilon): ((b - a) <= _epsilon);
  }
  __property float X = { read=x,   write=x  };
  __property float Y = { read=y,   write=y  };
};
typedef TPointF tagPointF;
struct TRectF {
  float left;
  float top;
  float right;
  float bottom;
  TRectF() _ALWAYS_INLINE
  { init(0,0,0,0); }
  TRectF(const TPointF& TL) _ALWAYS_INLINE {
    init(TL.x, TL.y, TL.x, TL.y);
  }
  TRectF(const TPointF& TL, float width, float height) _ALWAYS_INLINE {
    init (TL.x, TL.y, TL.x + width, TL.y + height);
  }
  TRectF(float l, float t, float r, float b) _ALWAYS_INLINE {
    init(l, t, r, b);
  }
  TRectF(const TPointF& TL, const TPointF& BR) _ALWAYS_INLINE {
    init(TL.x, TL.y, BR.x, BR.y);
    Normalize();
  }
  TRectF(const RECT& r) _ALWAYS_INLINE {
    init(r.left, r.top, r.right, r.bottom);
  }
  void init(float l, float t, float r, float b) {
    left = l; top = t;
    right = r; bottom = b;
  }
  TPointF& TopLeft() _ALWAYS_INLINE
  { return *((TPointF* )this); }
  TPointF& BottomRight() _ALWAYS_INLINE
  { return *((TPointF* )this+1); }
  const TPointF& TopLeft() const _ALWAYS_INLINE
  { return *((TPointF* )this); }
  const TPointF& BottomRight() const _ALWAYS_INLINE
  { return *((TPointF* )this+1); }
  float Width() const _ALWAYS_INLINE
  { return right  - left; }
  float Height() const _ALWAYS_INLINE
  { return bottom - top ; }
  static TRectF Empty() _ALWAYS_INLINE
  { return TRectF(); }
  void Normalize() _ALWAYS_INLINE {
    if (top > bottom) {
      float temp  = top;
      top = bottom;
      bottom = temp;
    }
    if (left > right) {
      float temp = left;
      left = right;
      right = temp;
    }
  }
  bool operator ==(const TRectF& rc) const
  {
    return _sameValue(left, rc.left) && _sameValue(top, rc.top) &&
           _sameValue(right, rc.right) && _sameValue(bottom, rc.bottom);
  }
  bool operator !=(const TRectF& rc) const
  {  return !(rc == *this); }
  bool IsEmpty() const _ALWAYS_INLINE {
    return _sameValue(right, left) || _sameValue(bottom, top); // differs from Delphi version
  }
  bool Contains(const TPointF& p) const _ALWAYS_INLINE {
    return ((p.x > left || _sameValue(p.x, left)) && (p.y > top || _sameValue(p.y, top)) && (p.x < right) && (p.y < bottom));
  }
  bool PtInRect(const TPointF& p) const _ALWAYS_INLINE {
    return Contains(p);
  }
  bool Contains(const TRectF& r) const _ALWAYS_INLINE {
    return Contains(r.TopLeft()) && Contains(r.BottomRight());
  }
  bool Overlaps(const TRectF &r) const _ALWAYS_INLINE {
    return IntersectsWith(r);
  }
  bool Intersects(const TRectF &r) const _ALWAYS_INLINE {
    return IntersectsWith(r);
  }
  bool IntersectsWith(const TRectF &r) const _ALWAYS_INLINE {
    return !( (BottomRight().x < r.TopLeft().x) ||
              (BottomRight().y < r.TopLeft().y) ||
              (r.BottomRight().x < TopLeft().x) ||
              (r.BottomRight().y < TopLeft().y) );
  }
  static TRectF Intersect(const TRectF &r1, const TRectF &r2);
  void Intersect(const TRectF &r);
  void Union(const TRectF &r);
  static TRectF Union(const TRectF &r1, const TRectF &r2);
  static TRectF Union(const TPointF* points, int npoints) _ALWAYS_INLINE {
    TPointF tl, br;
    if (npoints > 0) {
      tl.SetLocation(points[0]);
      br.SetLocation(points[0]);
      for (int i = npoints; --i > 0;) {
        if (points[i].x < tl.x)
          tl.x = points[i].x;
        if (points[i].x > br.x)
          br.x = points[i].x;
        if (points[i].y < tl.y)
          tl.y = points[i].y;
        if (points[i].y > br.y)
          br.y = points[i].y;
      }
    }
    return TRectF(tl, br);
  }
  void Offset(float DX, float DY) _ALWAYS_INLINE {
    left   += DX;
    right  += DX;
    top    += DY;
    bottom += DY;
  }
  void SetLocation(float X, float Y) _ALWAYS_INLINE {
      Offset(X - left, Y - top);
  }
  void SetLocation(const TPointF& p) _ALWAYS_INLINE {
      Offset(p.x - left, p.y - top);
  }
  void Inflate(float DX, float DY) _ALWAYS_INLINE {
    left   -= DX;
    right  += DX;
    top    -= DY;
    bottom += DY;
  }
  void Inflate(float l, float t, float r, float b) _ALWAYS_INLINE {
    left   -= l;
    right  += r;
    top    -= t;
    bottom += b;
  }
  void NormalizeRect() _ALWAYS_INLINE {
    float temp;
    if (left > right)
    {
      temp = left;
      left = right;
      right = temp;
    }
    if (top > bottom)
    {
      temp = top;
      top = bottom;
      bottom = temp;
    }
  }
  TPointF CenterPoint() const _ALWAYS_INLINE {
    return TPointF((left+right)/2.0F, (top+bottom)/2.0F);
  }
  TRect Ceiling() const _ALWAYS_INLINE {
    return TRect(TopLeft().Ceiling(), BottomRight().Ceiling());
  }
  TRect Truncate() const _ALWAYS_INLINE {
    return TRect(TopLeft().Truncate(), BottomRight().Truncate());
  }
  TRect Round() const _ALWAYS_INLINE {
    return TRect(TopLeft().Round(), BottomRight().Round());
  }
  TRectF CenteredRect(const TRectF &CenteredRect) const _ALWAYS_INLINE {
    float w = CenteredRect.Width();
    float h = CenteredRect.Height();
    float x = (right + left)/2.0F;
    float y = (top + bottom)/2.0F;
    return TRectF(x-w/2.0F, y-h/2.0F, x+w/2.0F, y+h/2.0F);
  }
  float GetWidth() const _ALWAYS_INLINE {
    return right - left;
  }
  void SetWidth(float width) _ALWAYS_INLINE {
    right = left + width;
  }
  float GetHeight() const _ALWAYS_INLINE {
    return bottom - top;
  }
  void SetHeight(float height) _ALWAYS_INLINE {
    bottom = top + height;
  }
  TSizeF GetSize() const _ALWAYS_INLINE {
    return TSizeF(GetWidth(), GetHeight());
  }
  void SetSize(const TSizeF& newSize) _ALWAYS_INLINE {
    SetWidth(newSize.cx);
    SetHeight(newSize.cy);
  }
  TPointF GetLocation() const _ALWAYS_INLINE {
    return TPointF(left, top);
  }
  static float __fastcall _sqrf(float i) _ALWAYS_INLINE {
    return i*i;
  }
  static bool __fastcall _sameValue(float a, float b) _ALWAYS_INLINE {
    const float SINGLE_RESOLUTION = 1.25E-6f;
    const float SINGLE_ZERO =6.25E-37f;
    float _epsilon = (float) ((fabs(a) > fabs(b)) ? fabs(a): fabs(b)) * SINGLE_RESOLUTION;
    if (_epsilon == 0)
      _epsilon = SINGLE_ZERO; // both a and b are very little, _epsilon was 0 because of normalization
    return (a > b) ? ((a - b) <= _epsilon): ((b - a) <= _epsilon);
  }
  __property float Left    = { read=left,   write=left   };
  __property float Top     = { read=top,    write=top    };
  __property float Right   = { read=right,  write=right  };
  __property float Bottom  = { read=bottom, write=bottom };
  __property TSizeF Size   = { read=GetSize, write=SetSize };
  __property TPointF Location = { read=GetLocation, write=SetLocation };
};
} /* namespace Types */

Eigenschaften

Typ Sichtbarkeit Quelle Unit Übergeordnet
record
struct
public
System.Types.pas
SystemTypes.h
System.Types System.Types

Beschreibung

Definiert eine Pixel-Position auf dem Bildschirm.

Der Typ TPointF definiert die X- und Y-Gleitkommakoordinaten einer Pixel-Position auf dem Bildschirm. Der Ursprung liegt dabei in der linken oberen Ecke. X und Y geben die horizontale bzw. die vertikale Koordinate eines Punktes an.

Der Typ von X und Y ist Single.

Der Typ TPointF wird hauptsächlich für die Koordinaten der FireMonkey-Objekte verwendet.

Siehe auch

Codebeispiele