mono: add Abs() to Rect2 and rename private fields
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c93888ae71
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1 changed files with 64 additions and 57 deletions
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@ -11,24 +11,24 @@ namespace Godot
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[StructLayout(LayoutKind.Sequential)]
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public struct Rect2 : IEquatable<Rect2>
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{
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private Vector2 position;
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private Vector2 size;
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private Vector2 _position;
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private Vector2 _size;
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public Vector2 Position
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{
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get { return position; }
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set { position = value; }
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get { return _position; }
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set { _position = value; }
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}
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public Vector2 Size
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{
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get { return size; }
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set { size = value; }
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get { return _size; }
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set { _size = value; }
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}
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public Vector2 End
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{
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get { return position + size; }
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get { return _position + _size; }
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}
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public real_t Area
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@ -36,6 +36,13 @@ namespace Godot
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get { return GetArea(); }
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}
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public Rect2 Abs()
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{
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Vector2 end = End;
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Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
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return new Rect2(topLeft, _size.Abs());
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}
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public Rect2 Clip(Rect2 b)
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{
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var newRect = b;
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@ -43,31 +50,31 @@ namespace Godot
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if (!Intersects(newRect))
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return new Rect2();
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newRect.position.x = Mathf.Max(b.position.x, position.x);
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newRect.position.y = Mathf.Max(b.position.y, position.y);
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newRect._position.x = Mathf.Max(b._position.x, _position.x);
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newRect._position.y = Mathf.Max(b._position.y, _position.y);
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Vector2 bEnd = b.position + b.size;
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Vector2 end = position + size;
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Vector2 bEnd = b._position + b._size;
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Vector2 end = _position + _size;
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newRect.size.x = Mathf.Min(bEnd.x, end.x) - newRect.position.x;
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newRect.size.y = Mathf.Min(bEnd.y, end.y) - newRect.position.y;
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newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
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newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
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return newRect;
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}
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public bool Encloses(Rect2 b)
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{
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return b.position.x >= position.x && b.position.y >= position.y &&
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b.position.x + b.size.x < position.x + size.x &&
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b.position.y + b.size.y < position.y + size.y;
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return b._position.x >= _position.x && b._position.y >= _position.y &&
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b._position.x + b._size.x < _position.x + _size.x &&
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b._position.y + b._size.y < _position.y + _size.y;
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}
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public Rect2 Expand(Vector2 to)
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{
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var expanded = this;
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Vector2 begin = expanded.position;
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Vector2 end = expanded.position + expanded.size;
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Vector2 begin = expanded._position;
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Vector2 end = expanded._position + expanded._size;
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if (to.x < begin.x)
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begin.x = to.x;
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@ -79,25 +86,25 @@ namespace Godot
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if (to.y > end.y)
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end.y = to.y;
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expanded.position = begin;
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expanded.size = end - begin;
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expanded._position = begin;
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expanded._size = end - begin;
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return expanded;
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}
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public real_t GetArea()
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{
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return size.x * size.y;
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return _size.x * _size.y;
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}
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public Rect2 Grow(real_t by)
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{
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var g = this;
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g.position.x -= by;
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g.position.y -= by;
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g.size.x += by * 2;
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g.size.y += by * 2;
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g._position.x -= by;
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g._position.y -= by;
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g._size.x += by * 2;
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g._size.y += by * 2;
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return g;
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}
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@ -106,10 +113,10 @@ namespace Godot
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{
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var g = this;
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g.position.x -= left;
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g.position.y -= top;
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g.size.x += left + right;
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g.size.y += top + bottom;
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g._position.x -= left;
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g._position.y -= top;
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g._size.x += left + right;
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g._size.y += top + bottom;
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return g;
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}
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@ -128,19 +135,19 @@ namespace Godot
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public bool HasNoArea()
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{
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return size.x <= 0 || size.y <= 0;
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return _size.x <= 0 || _size.y <= 0;
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}
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public bool HasPoint(Vector2 point)
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{
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if (point.x < position.x)
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if (point.x < _position.x)
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return false;
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if (point.y < position.y)
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if (point.y < _position.y)
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return false;
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if (point.x >= position.x + size.x)
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if (point.x >= _position.x + _size.x)
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return false;
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if (point.y >= position.y + size.y)
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if (point.y >= _position.y + _size.y)
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return false;
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return true;
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@ -148,13 +155,13 @@ namespace Godot
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public bool Intersects(Rect2 b)
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{
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if (position.x > b.position.x + b.size.x)
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if (_position.x > b._position.x + b._size.x)
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return false;
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if (position.x + size.x < b.position.x)
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if (_position.x + _size.x < b._position.x)
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return false;
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if (position.y > b.position.y + b.size.y)
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if (_position.y > b._position.y + b._size.y)
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return false;
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if (position.y + size.y < b.position.y)
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if (_position.y + _size.y < b._position.y)
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return false;
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return true;
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@ -164,13 +171,13 @@ namespace Godot
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{
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Rect2 newRect;
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newRect.position.x = Mathf.Min(b.position.x, position.x);
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newRect.position.y = Mathf.Min(b.position.y, position.y);
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newRect._position.x = Mathf.Min(b._position.x, _position.x);
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newRect._position.y = Mathf.Min(b._position.y, _position.y);
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newRect.size.x = Mathf.Max(b.position.x + b.size.x, position.x + size.x);
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newRect.size.y = Mathf.Max(b.position.y + b.size.y, position.y + size.y);
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newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
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newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
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newRect.size = newRect.size - newRect.position; // Make relative again
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newRect._size = newRect._size - newRect._position; // Make relative again
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return newRect;
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}
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@ -178,23 +185,23 @@ namespace Godot
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// Constructors
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public Rect2(Vector2 position, Vector2 size)
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{
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this.position = position;
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this.size = size;
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_position = position;
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_size = size;
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}
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public Rect2(Vector2 position, real_t width, real_t height)
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{
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this.position = position;
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size = new Vector2(width, height);
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_position = position;
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_size = new Vector2(width, height);
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}
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public Rect2(real_t x, real_t y, Vector2 size)
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{
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position = new Vector2(x, y);
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this.size = size;
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_position = new Vector2(x, y);
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_size = size;
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}
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public Rect2(real_t x, real_t y, real_t width, real_t height)
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{
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position = new Vector2(x, y);
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size = new Vector2(width, height);
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_position = new Vector2(x, y);
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_size = new Vector2(width, height);
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}
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public static bool operator ==(Rect2 left, Rect2 right)
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@ -219,20 +226,20 @@ namespace Godot
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public bool Equals(Rect2 other)
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{
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return position.Equals(other.position) && size.Equals(other.size);
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return _position.Equals(other._position) && _size.Equals(other._size);
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}
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public override int GetHashCode()
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{
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return position.GetHashCode() ^ size.GetHashCode();
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return _position.GetHashCode() ^ _size.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1})", new object[]
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{
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position.ToString(),
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size.ToString()
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_position.ToString(),
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_size.ToString()
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});
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}
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@ -240,8 +247,8 @@ namespace Godot
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{
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return String.Format("({0}, {1})", new object[]
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{
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position.ToString(format),
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size.ToString(format)
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_position.ToString(format),
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_size.ToString(format)
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});
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}
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}
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