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								/*  vector2i.h                                                           */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef VECTOR2I_H
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								#define VECTOR2I_H
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								#include "core/error/error_macros.h"
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								#include "core/math/math_funcs.h"
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								class String;
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								struct Vector2;
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								struct _NO_DISCARD_ Vector2i {
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									static const int AXIS_COUNT = 2;
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									enum Axis {
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										AXIS_X,
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										AXIS_Y,
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									};
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									union {
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										struct {
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											union {
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												int32_t x;
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												int32_t width;
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											};
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											union {
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												int32_t y;
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												int32_t height;
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											};
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										};
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										int32_t coord[2] = { 0 };
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									};
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									_FORCE_INLINE_ int32_t &operator[](int p_idx) {
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										DEV_ASSERT((unsigned int)p_idx < 2);
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										return coord[p_idx];
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									}
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									_FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
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										DEV_ASSERT((unsigned int)p_idx < 2);
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										return coord[p_idx];
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									}
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									_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
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										return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
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									}
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									_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
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										return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
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									}
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									Vector2i min(const Vector2i &p_vector2i) const {
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										return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
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									}
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									Vector2i max(const Vector2i &p_vector2i) const {
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										return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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									}
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									Vector2i operator+(const Vector2i &p_v) const;
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									void operator+=(const Vector2i &p_v);
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									Vector2i operator-(const Vector2i &p_v) const;
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									void operator-=(const Vector2i &p_v);
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									Vector2i operator*(const Vector2i &p_v1) const;
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									Vector2i operator*(const int32_t &rvalue) const;
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									void operator*=(const int32_t &rvalue);
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									Vector2i operator/(const Vector2i &p_v1) const;
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									Vector2i operator/(const int32_t &rvalue) const;
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									void operator/=(const int32_t &rvalue);
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									Vector2i operator%(const Vector2i &p_v1) const;
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									Vector2i operator%(const int32_t &rvalue) const;
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									void operator%=(const int32_t &rvalue);
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									Vector2i operator-() const;
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									bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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									bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
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									bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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									bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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									bool operator==(const Vector2i &p_vec2) const;
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									bool operator!=(const Vector2i &p_vec2) const;
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									int64_t length_squared() const;
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									double length() const;
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									real_t aspect() const { return width / (real_t)height; }
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									Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
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									Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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									Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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									Vector2i snapped(const Vector2i &p_step) const;
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									operator String() const;
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									operator Vector2() const;
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									inline Vector2i() {}
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									inline Vector2i(const int32_t p_x, const int32_t p_y) {
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										x = p_x;
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										y = p_y;
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									}
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								};
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								// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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								_FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) {
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									return p_vector * p_scalar;
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								}
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								_FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) {
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									return p_vector * p_scalar;
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								}
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								_FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) {
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									return p_vector * p_scalar;
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								}
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								_FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) {
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									return p_vector * p_scalar;
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								}
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								typedef Vector2i Size2i;
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								typedef Vector2i Point2i;
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								#endif // VECTOR2I_H
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