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 { [StructLayout(LayoutKind.Sequential)] public struct Rect2 : IEquatable { 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 real_t Area { get { return GetArea(); } } 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) { this.position = position; this.size = size; } public Rect2(Vector2 position, real_t width, real_t height) { this.position = position; size = new Vector2(width, height); } public Rect2(real_t x, real_t y, Vector2 size) { position = new Vector2(x, y); this.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 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) }); } } }