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#ifndef VECTOR_H_5458ED71
#define VECTOR_H_5458ED71
#include <tuple>
template <typename T>
class vec2 {
public:
T coords[2];
vec2() : coords{0, 0} {
}
vec2(T x, T y) : coords{x, y} {
}
inline T& x() {
return coords[0];
}
inline const T& x() const {
return coords[0];
}
inline T& w() {
return coords[0];
}
inline const T& w() const {
return coords[0];
}
inline T& y() {
return coords[1];
}
inline const T& y() const {
return coords[1];
}
inline T& h() {
return coords[1];
}
inline const T& h() const {
return coords[1];
}
template <typename R>
operator vec2<R>() const {
return vec2<R>(x(), y());
}
vec2 operator+(const vec2& other) const {
return vec2(x() + other.x(), y() + other.y());
}
vec2& operator+=(const vec2& other) {
x() += other.x();
y() += other.y();
return *this;
}
vec2 operator-(const vec2& other) const {
return vec2(x() - other.x(), y() - other.y());
}
vec2 operator-=(const vec2& other) {
x() -= other.x();
y() -= other.y();
return *this;
}
vec2 operator-() const {
return vec2(-x(), -y());
}
vec2 operator*(T s) const {
return vec2(x() * s, y() * s);
}
vec2 operator/(T s) const {
return vec2(x() / s, y() / s);
}
vec2& operator*=(T s) {
x() *= s;
y() *= s;
return *this;
}
vec2 operator*(const vec2& other) const {
return vec2(x() * other.x(), y() * other.y());
}
vec2 operator/(const vec2& other) const {
return vec2(x() / other.x(), y() / other.y());
}
bool operator==(const vec2& other) const {
return (x() == other.x()) && (y() == other.y());
}
bool operator!=(const vec2& other) const {
return (x() != other.x()) || (y() != other.y());
}
bool operator<(const vec2& other) const {
return std::tie(x(), y()) < std::tie(other.x(), other.y());
}
};
using vec2i = vec2<int>;
#endif /* end of include guard: VECTOR_H_5458ED71 */
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