233 lines
No EOL
5.9 KiB
C#
233 lines
No EOL
5.9 KiB
C#
using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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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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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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}
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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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}
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public Vector2 End
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{
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get { return position + size; }
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}
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public float Area
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{
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get { return get_area(); }
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}
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public Rect2 clip(Rect2 b)
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{
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Rect2 newRect = b;
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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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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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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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}
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public Rect2 expand(Vector2 to)
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{
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Rect2 expanded = this;
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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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if (to.y < begin.y)
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begin.y = to.y;
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if (to.x > end.x)
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end.x = to.x;
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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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return expanded;
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}
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public float get_area()
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{
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return size.x * size.y;
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}
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public Rect2 grow(float by)
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{
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Rect2 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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return g;
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}
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public Rect2 grow_individual(float left, float top, float right, float bottom)
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{
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Rect2 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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return g;
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}
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public Rect2 grow_margin(int margin, float by)
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{
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Rect2 g = this;
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g.grow_individual((GD.MARGIN_LEFT == margin) ? by : 0,
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(GD.MARGIN_TOP == margin) ? by : 0,
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(GD.MARGIN_RIGHT == margin) ? by : 0,
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(GD.MARGIN_BOTTOM == margin) ? by : 0);
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return g;
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}
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public bool has_no_area()
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{
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return size.x <= 0 || size.y <= 0;
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}
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public bool has_point(Vector2 point)
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{
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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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return false;
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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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return false;
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return true;
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}
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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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return false;
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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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return false;
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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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}
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public Rect2 merge(Rect2 b)
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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.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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return newRect;
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}
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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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}
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public Rect2(float x, float y, float width, float height)
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{
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this.position = new Vector2(x, y);
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this.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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{
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return left.Equals(right);
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}
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public static bool operator !=(Rect2 left, Rect2 right)
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{
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return !left.Equals(right);
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}
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public override bool Equals(object obj)
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{
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if (obj is Rect2)
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{
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return Equals((Rect2)obj);
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}
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return false;
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}
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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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}
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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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}
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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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this.position.ToString(),
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this.size.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1})", new object[]
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{
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this.position.ToString(format),
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this.size.ToString(format)
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});
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}
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}
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} |