Compute the overlay area of two rectangles, A and B. (ax1, ay1) = left-top coordinates of A; (ax2, ay2) = right-bottom coordinates of A (bx1, by1) = left-top coordinates of B; (bx2, by2) = right-bottom coordinates of B based on https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12HDR/src/D3D12HDR.cpp ----------------------------------------------------------------
| 90 | // based on https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12HDR/src/D3D12HDR.cpp |
| 91 | //-------------------------------------------------------------------------------------- |
| 92 | inline int ComputeIntersectionArea(int ax1, int ay1, int ax2, int ay2, int bx1, int by1, int bx2, int by2) |
| 93 | { |
| 94 | return max(0, min(ax2, bx2) - max(ax1, bx1)) * max(0, min(ay2, by2) - max(ay1, by1)); |
| 95 | } |
| 96 | |
| 97 | bool FindBestDisplayIndex(RECT *windowRect, RECT *monitorRect, float *bestIntersectArea) |
| 98 | { |
no outgoing calls
no test coverage detected