/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_VECTOR2_H
#define HPL_VECTOR2_H

#include "hpl1/engine/system/SystemTypes.h"

namespace hpl {

template<class T>
class cVector2 {
public:
	T x, y;
#if 0
  			union{
				struct {
					T x,y;
				};
				T v[2];
			};
#endif

	//////////////////////////////////////////
	// Constructors
	/////////////////////////////////////////
	constexpr cVector2() : x(0), y(0) {
	}

	constexpr cVector2(T aVal) : x(aVal), y(aVal) {
	}

	constexpr cVector2(T aX, T aY) : x(aX), y(aY) {
	}

	constexpr cVector2(cVector2<T> const &aVec) : x(aVec.x), y(aVec.y) {
	}

	//////////////////////////////////////////
	// Copy
	/////////////////////////////////////////

	inline cVector2<T> &operator=(const cVector2<T> &aVec) {
		x = aVec.x;
		y = aVec.y;
		return *this;
	}

	inline cVector2<T> &operator=(const T aVal) {
		x = aVal;
		y = aVal;
		return *this;
	}

	//////////////////////////////////////////
	// Boolean
	/////////////////////////////////////////

	inline bool operator==(const cVector2<T> &aVec) const {
		if (x == aVec.x && y == aVec.y)
			return true;
		else
			return false;
	}

	inline bool operator!=(const cVector2<T> &aVec) const {
		if (x == aVec.x && y == aVec.y)
			return false;
		else
			return true;
	}

	//////////////////////////////////////////
	// Vector Arithmetic
	/////////////////////////////////////////

	inline cVector2<T> operator+(const cVector2<T> &aVec) const {
		cVector2<T> vec;
		vec.x = x + aVec.x;
		vec.y = y + aVec.y;
		return vec;
	}

	inline cVector2<T> operator-(const cVector2<T> &aVec) const {
		cVector2<T> vec;
		vec.x = x - aVec.x;
		vec.y = y - aVec.y;
		return vec;
	}

	inline cVector2<T> operator*(const cVector2<T> &aVec) const {
		cVector2<T> vec;
		vec.x = x * aVec.x;
		vec.y = y * aVec.y;
		return vec;
	}

	inline cVector2<T> operator/(const cVector2<T> &aVec) const {
		cVector2<T> vec;
		vec.x = x / aVec.x;
		vec.y = y / aVec.y;
		return vec;
	}

	inline cVector2<T> &operator-=(const cVector2<T> &aVec) {
		x -= aVec.x;
		y -= aVec.y;
		return *this;
	}

	inline cVector2<T> &operator+=(const cVector2<T> &aVec) {
		x += aVec.x;
		y += aVec.y;
		return *this;
	}

	inline cVector2<T> &operator*=(const cVector2<T> &aVec) {
		x *= aVec.x;
		y *= aVec.y;
		return *this;
	}

	inline cVector2<T> &operator/=(const cVector2<T> &aVec) {
		x /= aVec.x;
		y /= aVec.y;
		return *this;
	}

	//////////////////////////////////////////
	// Real Arithmetic
	/////////////////////////////////////////

	inline cVector2<T> operator/(const T &aVal) const {
		cVector2<T> vec;
		vec.x = x / aVal;
		vec.y = y / aVal;
		return vec;
	}

	inline cVector2<T> operator*(const T &aVal) const {
		cVector2<T> vec;
		vec.x = x * aVal;
		vec.y = y * aVal;
		return vec;
	}

	inline cVector2<T> operator+(const T &aVal) const {
		cVector2<T> vec;
		vec.x = x + aVal;
		vec.y = y + aVal;
		return vec;
	}

	cVector2<T> operator-(const T &aVal) const {
		cVector2<T> vec;
		vec.x = x - aVal;
		vec.y = y - aVal;
		return vec;
	}

	//////////////////////////////////////////
	// Methods
	/////////////////////////////////////////

	inline void FromVec(const T *apVec) {
		x = apVec[0];
		y = apVec[1];
	}

	/**
	 * Only use this on double or float vectors
	 * \return Length of Vector
	 */
	T Normalise() {
		T length = sqrt(x * x + y * y);

		if (length > 1e-08) {
			T InvLength = 1.0f / length;
			x *= InvLength;
			y *= InvLength;
		}

		return length;
	}

	//////////////////////////////////////////
	// Printing
	/////////////////////////////////////////

	tString ToString() const {
		char buf[512];
		snprintf(buf, 512, "%f : %f", x, y);
		tString str = buf;
		return str;
	}

	tString ToFileString() const {
		char buf[512];
		snprintf(buf, 512, "%g %g", x, y);
		tString str = buf;
		return str;
	}
};

}     // namespace hpl

#endif // HPL_VECTOR2_H
