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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Contains 2D clipping routines
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CLIP2D_H
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#define CLIP2D_H
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namespace vgui
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{
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struct Vertex_t;
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}
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//-----------------------------------------------------------------------------
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// Enable/disable scissoring...
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//-----------------------------------------------------------------------------
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void EnableScissor( bool enable );
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//-----------------------------------------------------------------------------
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// For simulated scissor tests...
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//-----------------------------------------------------------------------------
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void SetScissorRect( int left, int top, int right, int bottom );
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void GetScissorRect( int &left, int &top, int &right, int &bottom, bool &enabled );
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//-----------------------------------------------------------------------------
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// Clips a line segment to the current scissor rectangle
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//-----------------------------------------------------------------------------
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bool ClipLine( const vgui::Vertex_t *pInVerts, vgui::Vertex_t* pOutVerts );
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//-----------------------------------------------------------------------------
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// Purpose: Does a scissor clip of the input rectangle.
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// Returns false if it is completely clipped off.
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//-----------------------------------------------------------------------------
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bool ClipRect( const vgui::Vertex_t &inUL, const vgui::Vertex_t &inLR,
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vgui::Vertex_t *pOutUL, vgui::Vertex_t *pOutLR );
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//-----------------------------------------------------------------------------
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// Clips a polygon to the screen area
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//-----------------------------------------------------------------------------
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int ClipPolygon( int iCount, vgui::Vertex_t *pVerts, int iTranslateX, int iTranslateY, vgui::Vertex_t ***pppOutVertex );
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#endif // CLIP2D_H
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