/**************************************************************************/
/*  vector2i.hpp                                                          */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
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#pragma once

#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>

namespace godot {

class String;
struct Vector2;

struct [[nodiscard]] Vector2i {
	static const int AXIS_COUNT = 2;

	enum Axis {
		AXIS_X,
		AXIS_Y,
	};

	union {
		struct {
			union {
				int32_t x;
				int32_t width;
			};
			union {
				int32_t y;
				int32_t height;
			};
		};

		int32_t coord[2] = { 0 };
	};

	_FORCE_INLINE_ int32_t &operator[](int p_axis) {
		DEV_ASSERT((unsigned int)p_axis < 2);
		return coord[p_axis];
	}
	_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
		DEV_ASSERT((unsigned int)p_axis < 2);
		return coord[p_axis];
	}

	_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
		return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
	}

	_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
		return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
	}

	Vector2i min(const Vector2i &p_vector2i) const {
		return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
	}

	Vector2i mini(int32_t p_scalar) const {
		return Vector2i(MIN(x, p_scalar), MIN(y, p_scalar));
	}

	Vector2i max(const Vector2i &p_vector2i) const {
		return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
	}

	Vector2i maxi(int32_t p_scalar) const {
		return Vector2i(MAX(x, p_scalar), MAX(y, p_scalar));
	}

	double distance_to(const Vector2i &p_to) const {
		return (p_to - *this).length();
	}

	int64_t distance_squared_to(const Vector2i &p_to) const {
		return (p_to - *this).length_squared();
	}

	Vector2i operator+(const Vector2i &p_v) const;
	void operator+=(const Vector2i &p_v);
	Vector2i operator-(const Vector2i &p_v) const;
	void operator-=(const Vector2i &p_v);
	Vector2i operator*(const Vector2i &p_v1) const;

	Vector2i operator*(int32_t p_rvalue) const;
	void operator*=(int32_t p_rvalue);

	Vector2i operator/(const Vector2i &p_v1) const;
	Vector2i operator/(int32_t p_rvalue) const;
	void operator/=(int32_t p_rvalue);

	Vector2i operator%(const Vector2i &p_v1) const;
	Vector2i operator%(int32_t p_rvalue) const;
	void operator%=(int32_t p_rvalue);

	Vector2i operator-() const;
	bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
	bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }

	bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
	bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }

	bool operator==(const Vector2i &p_vec2) const;
	bool operator!=(const Vector2i &p_vec2) const;

	int64_t length_squared() const;
	double length() const;

	real_t aspect() const { return width / (real_t)height; }
	Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
	Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
	Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
	Vector2i clampi(int32_t p_min, int32_t p_max) const;
	Vector2i snapped(const Vector2i &p_step) const;
	Vector2i snappedi(int32_t p_step) const;

	operator String() const;
	operator Vector2() const;

	inline Vector2i() {}
	inline Vector2i(int32_t p_x, int32_t p_y) {
		x = p_x;
		y = p_y;
	}
};

// Multiplication operators required to workaround issues with LLVM using implicit conversion.

_FORCE_INLINE_ Vector2i operator*(int32_t p_scalar, const Vector2i &p_vector) {
	return p_vector * p_scalar;
}

_FORCE_INLINE_ Vector2i operator*(int64_t p_scalar, const Vector2i &p_vector) {
	return p_vector * p_scalar;
}

_FORCE_INLINE_ Vector2i operator*(float p_scalar, const Vector2i &p_vector) {
	return p_vector * p_scalar;
}

_FORCE_INLINE_ Vector2i operator*(double p_scalar, const Vector2i &p_vector) {
	return p_vector * p_scalar;
}

typedef Vector2i Size2i;
typedef Vector2i Point2i;

} // namespace godot
