godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
Ignacio Etcheverry 86274b9fc9 Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.

Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-28 20:48:55 +01:00

263 lines
6.8 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[Serializable]
[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; }
set { _size = value - _position; }
}
public real_t Area
{
get { return GetArea(); }
}
public Rect2 Abs()
{
Vector2 end = End;
Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
return new Rect2(topLeft, _size.Abs());
}
public Rect2 Clip(Rect2 b)
{
var 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)
{
var 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 real_t GetArea()
{
return _size.x * _size.y;
}
public Rect2 Grow(real_t by)
{
var 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(real_t left, real_t top, real_t right, real_t bottom)
{
var 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, real_t by)
{
var 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;
}
// Constructors
public Rect2(Vector2 position, Vector2 size)
{
_position = position;
_size = size;
}
public Rect2(Vector2 position, real_t width, real_t height)
{
_position = position;
_size = new Vector2(width, height);
}
public Rect2(real_t x, real_t y, Vector2 size)
{
_position = new Vector2(x, y);
_size = size;
}
public Rect2(real_t x, real_t y, real_t width, real_t height)
{
_position = new Vector2(x, y);
_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 bool IsEqualApprox(Rect2 other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size);
}
public override int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
_position.ToString(),
_size.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
_position.ToString(format),
_size.ToString(format)
});
}
}
}