godot/modules/mono/glue/cs_files/Rect2.cs

234 lines
5.9 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect2 : IEquatable<Rect2>
{
private Vector2 position;
private Vector2 size;
public Vector2 Position
{
get { return position; }
set { position = value; }
}
public Vector2 Size
{
get { return size; }
set { size = value; }
}
public Vector2 End
{
get { return position + size; }
}
public float Area
{
get { return GetArea(); }
}
public Rect2 Clip(Rect2 b)
{
Rect2 newRect = b;
if (!Intersects(newRect))
return new Rect2();
newRect.position.x = Mathf.Max(b.position.x, position.x);
newRect.position.y = Mathf.Max(b.position.y, position.y);
Vector2 bEnd = b.position + b.size;
Vector2 end = position + size;
newRect.size.x = Mathf.Min(bEnd.x, end.x) - newRect.position.x;
newRect.size.y = Mathf.Min(bEnd.y, end.y) - newRect.position.y;
return newRect;
}
public bool Encloses(Rect2 b)
{
return (b.position.x >= position.x) && (b.position.y >= position.y) &&
((b.position.x + b.size.x) < (position.x + size.x)) &&
((b.position.y + b.size.y) < (position.y + size.y));
}
public Rect2 Expand(Vector2 to)
{
Rect2 expanded = this;
Vector2 begin = expanded.position;
Vector2 end = expanded.position + expanded.size;
if (to.x < begin.x)
begin.x = to.x;
if (to.y < begin.y)
begin.y = to.y;
if (to.x > end.x)
end.x = to.x;
if (to.y > end.y)
end.y = to.y;
expanded.position = begin;
expanded.size = end - begin;
return expanded;
}
public float GetArea()
{
return size.x * size.y;
}
public Rect2 Grow(float by)
{
Rect2 g = this;
g.position.x -= by;
g.position.y -= by;
g.size.x += by * 2;
g.size.y += by * 2;
return g;
}
public Rect2 GrowIndividual(float left, float top, float right, float bottom)
{
Rect2 g = this;
g.position.x -= left;
g.position.y -= top;
g.size.x += left + right;
g.size.y += top + bottom;
return g;
}
public Rect2 GrowMargin(Margin margin, float by)
{
Rect2 g = this;
g.GrowIndividual((Margin.Left == margin) ? by : 0,
(Margin.Top == margin) ? by : 0,
(Margin.Right == margin) ? by : 0,
(Margin.Bottom == margin) ? by : 0);
return g;
}
public bool HasNoArea()
{
return size.x <= 0 || size.y <= 0;
}
public bool HasPoint(Vector2 point)
{
if (point.x < position.x)
return false;
if (point.y < position.y)
return false;
if (point.x >= (position.x + size.x))
return false;
if (point.y >= (position.y + size.y))
return false;
return true;
}
public bool Intersects(Rect2 b)
{
if (position.x > (b.position.x + b.size.x))
return false;
if ((position.x + size.x) < b.position.x)
return false;
if (position.y > (b.position.y + b.size.y))
return false;
if ((position.y + size.y) < b.position.y)
return false;
return true;
}
public Rect2 Merge(Rect2 b)
{
Rect2 newRect;
newRect.position.x = Mathf.Min(b.position.x, position.x);
newRect.position.y = Mathf.Min(b.position.y, position.y);
newRect.size.x = Mathf.Max(b.position.x + b.size.x, position.x + size.x);
newRect.size.y = Mathf.Max(b.position.y + b.size.y, position.y + size.y);
newRect.size = newRect.size - newRect.position; // Make relative again
return newRect;
}
public Rect2(Vector2 position, Vector2 size)
{
this.position = position;
this.size = size;
}
public Rect2(float x, float y, float width, float height)
{
this.position = new Vector2(x, y);
this.size = new Vector2(width, height);
}
public static bool operator ==(Rect2 left, Rect2 right)
{
return left.Equals(right);
}
public static bool operator !=(Rect2 left, Rect2 right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Rect2)
{
return Equals((Rect2)obj);
}
return false;
}
public bool Equals(Rect2 other)
{
return position.Equals(other.position) && size.Equals(other.size);
}
public override int GetHashCode()
{
return position.GetHashCode() ^ size.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
this.position.ToString(),
this.size.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
this.position.ToString(format),
this.size.ToString(format)
});
}
}
}