//
//  MyLayoutMath.m
//  MyLayout
//
//  Created by oubaiquan on 2017/8/29.
//  Copyright © 2017年 YoungSoft. All rights reserved.
//

#import "MyLayoutMath.h"
#import <math.h>

BOOL _myCGFloatErrorEqual(CGFloat f1, CGFloat f2, CGFloat error) {
#if CGFLOAT_IS_DOUBLE == 1
    return fabs(f1 - f2) < error;
#else
    return fabsf(f1 - f2) < error;
#endif
}

BOOL _myCGFloatErrorNotEqual(CGFloat f1, CGFloat f2, CGFloat error) {
#if CGFLOAT_IS_DOUBLE == 1
    return fabs(f1 - f2) > error;
#else
    return fabsf(f1 - f2) > error;
#endif
}

BOOL _myCGFloatEqual(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return fabs(f1 - f2) < 0.0000001;
#else
    return fabsf(f1 - f2) < 0.0001f;
#endif
}

BOOL _myCGFloatNotEqual(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return fabs(f1 - f2) > 0.0000001;
#else
    return fabsf(f1 - f2) > 0.0001f;
#endif
}

BOOL _myCGFloatLess(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return f2 - f1 > 0.0000001;
#else
    return f2 - f1 > 0.0001f;
#endif
}

BOOL _myCGFloatGreat(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return f1 - f2 > 0.0000001;
#else
    return f1 - f2 > 0.0001f;
#endif
}

BOOL _myCGFloatLessOrEqual(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return f1 < f2 || fabs(f1 - f2) < 0.0000001;
#else
    return f1 < f2 || fabsf(f1 - f2) < 0.0001f;
#endif
}

BOOL _myCGFloatGreatOrEqual(CGFloat f1, CGFloat f2) {
#if CGFLOAT_IS_DOUBLE == 1
    return f1 > f2 || fabs(f1 - f2) < 0.0000001;
#else
    return f1 > f2 || fabsf(f1 - f2) < 0.0001f;
#endif
}

BOOL _myCGSizeEqual(CGSize sz1, CGSize sz2) {
    return _myCGFloatEqual(sz1.width, sz2.width) && _myCGFloatEqual(sz1.height, sz2.height);
}

BOOL _myCGPointEqual(CGPoint pt1, CGPoint pt2) {
    return _myCGFloatEqual(pt1.x, pt2.x) && _myCGFloatEqual(pt1.y, pt2.y);
}

BOOL _myCGRectEqual(CGRect rect1, CGRect rect2) {
    return _myCGSizeEqual(rect1.size, rect2.size) && _myCGPointEqual(rect1.origin, rect2.origin);
}

CGFloat _myCGFloatRound(CGFloat f) {
    if (f == 0 || f == CGFLOAT_MAX || f == -CGFLOAT_MAX) {
        return f;
    }
    static CGFloat scale = 0;
    if (scale == 0) {
        scale = [UIScreen mainScreen].scale;
    }
    //因为设备点转化为像素时，如果偏移了半个像素点就有可能会产生虚化的效果，因此这里要将设备点先转化为像素点，
    //然后再添加0.5个偏移取整后再除以倍数则是转化为有效的设备逻辑点。
#if CGFLOAT_IS_DOUBLE == 1
    if (f < 0) {
        return ceil(fma(f, scale, -0.5)) / scale;
    } else {
        return floor(fma(f, scale, 0.5)) / scale;
    }
#else
    if (f < 0) {
        return ceilf(fmaf(f, scale, -0.5f)) / scale;
    } else {
        return floorf(fmaf(f, scale, 0.5f)) / scale;
    }
#endif
}

CGRect _myLayoutCGRectRound(CGRect rect) {
    CGFloat x1 = rect.origin.x;
    CGFloat y1 = rect.origin.y;
    CGFloat w1 = rect.size.width;
    CGFloat h1 = rect.size.height;

    rect.origin.x = _myCGFloatRound(x1);
    rect.origin.y = _myCGFloatRound(y1);

    CGFloat mx = _myCGFloatRound(x1 + w1);
    CGFloat my = _myCGFloatRound(y1 + h1);
    rect.size.width = mx - rect.origin.x;
    rect.size.height = my - rect.origin.y;
    return rect;
}

CGRect _myCGRectRound(CGRect rect) {
    rect.origin.x = _myCGFloatRound(rect.origin.x);
    rect.origin.y = _myCGFloatRound(rect.origin.y);
    rect.size.width = _myCGFloatRound(rect.size.width);
    rect.size.height = _myCGFloatRound(rect.size.height);
    return rect;
}

CGSize _myCGSizeRound(CGSize size) {
    size.width = _myCGFloatRound(size.width);
    size.height = _myCGFloatRound(size.height);
    return size;
}

CGPoint _myCGPointRound(CGPoint point) {
    point.x = _myCGFloatRound(point.x);
    point.y = _myCGFloatRound(point.y);
    return point;
}

CGFloat _myCGFloatMax(CGFloat a, CGFloat b) {
#if CGFLOAT_IS_DOUBLE == 1
    return fmax(a, b);
#else
    return fmaxf(a, b);
#endif
}

CGFloat _myCGFloatMin(CGFloat a, CGFloat b) {
#if CGFLOAT_IS_DOUBLE == 1
    return fmin(a, b);
#else
    return fminf(a, b);
#endif
}

extern CGFloat _myCGFloatFma(CGFloat a, CGFloat b, CGFloat c) {
#if CGFLOAT_IS_DOUBLE == 1
    return fma(a, b, c);
#else
    return fmaf(a, b, c);
#endif
}
