BoxSizer to Sizer
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@@ -18,31 +18,31 @@ cCollision::~cCollision()
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/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const SDL_Rect& b )
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{
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if ((b.x + b.w) < a.x)
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return false; //just checking if their
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return false; /// just checking if their
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if ((a.x + a.w) < b.x )
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return false; //bounding boxes even touch
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return false; /// bounding boxes even touch
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if ((b.y + b.h) < a.y)
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return false;
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if ((a.y + a.h) < b.y)
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return false;
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return true; //bounding boxes intersect
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return true; /// bounding boxes intersect
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}
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/*static*/ const bool cCollision::BoundingBox( const Vector4& a, const Vector4& b )
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{
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if ((b.x + b.z) < a.x)
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return false; //just checking if their
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return false; /// just checking if their
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if ((a.x + a.z) < b.x )
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return false; //bounding boxes even touch
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return false; /// bounding boxes even touch
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if ((b.y + b.w) < a.y)
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return false;
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if ((a.y + a.w) < b.y)
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return false;
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return true; //bounding boxes intersect
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return true; /// bounding boxes intersect
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}
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/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const Vector4& b )
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@@ -60,16 +60,16 @@ cCollision::~cCollision()
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/*static*/ const bool cCollision::BoundingBox( const iVector4& a, const iVector4& b )
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{
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if ((b.x + b.z) < a.x)
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return false; //just checking if their
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return false; /// just checking if their
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if ((a.x + a.z) < b.x )
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return false; //bounding boxes even touch
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return false; /// bounding boxes even touch
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if ((b.y + b.w) < a.y)
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return false;
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if ((a.y + a.w) < b.y)
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return false;
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return true; //bounding boxes intersect
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return true; /// bounding boxes intersect
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}
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/*static*/ const bool cCollision::BoundingBox( const SDL_Rect& a, const iVector4& b )
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@@ -102,16 +102,16 @@ cCollision::~cCollision()
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rtn.x = 0.0f;
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rtn.y = 0.0f;
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//Check if left side of b is inside of a
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = (float)(b.x - a.x);
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//Check if right side of b is inside of a
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/// Check if right side of b is inside of a
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if ((b.x + b.w) > (a.x + a.w))
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rtn.x = (float)((b.x + b.w) - (a.x + a.w));
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//Check if top side of b is inside of a
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = (float)(b.y - a.y);
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//Check if botton side of b is inside of a
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/// Check if bottom side of b is inside of a
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if ((b.y + b.h) > (a.y + a.h))
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rtn.y = (float)((b.y + b.h) - (a.y + a.h));
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@@ -124,16 +124,16 @@ cCollision::~cCollision()
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rtn.x = 0.0f;
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rtn.y = 0.0f;
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//Check if left side of b is inside of a
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = a.x - b.x;
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//Check if right side of b is inside of a
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/// Check if right side of b is inside of a
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if ((b.x + b.z) > (a.x + a.z))
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rtn.x = (a.x + a.z) - (b.x + b.z);
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//Check if top side of b is inside of a
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = a.y - b.y;
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//Check if botton side of b is inside of a
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/// Check if bottom side of b is inside of a
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if ((b.y + b.w) > (a.y + a.w))
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rtn.y = (a.y + a.w) - (b.y + b.w);
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@@ -160,16 +160,16 @@ cCollision::~cCollision()
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rtn.x = 0;
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rtn.y = 0;
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//Check if left side of b is inside of a
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = b.x - a.x;
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//Check if right side of b is inside of a
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/// Check if right side of b is inside of a
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if ((b.x + b.z) > (a.x + a.z))
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rtn.x = (b.x + b.z) - (a.x + a.z);
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//Check if top side of b is inside of a
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = b.y - a.y;
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//Check if botton side of b is inside of a
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/// Check if bottom side of b is inside of a
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if ((b.y + b.w) > (a.y + a.w))
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rtn.y = (b.y + b.w) - (a.y + a.w);
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