#include #include #include #include namespace System { namespace Windows { const Rect Rect::Empty = Rect(); int Rect::getBottom() const { return (Y + Height); } int Rect::getLeft() const { return X; } int Rect::getRight() const { return (X + Width); } int Rect::getTop() const { return Y; } Rect::Rect() : Height(0), Width(0), X(0), Y(0) { } Rect::Rect(const int x, const int y, const int width, const int height) : Height(height), Width(width), X(x), Y(y) { } Rect::Rect(const Point point1, const Point point2) : Height(point2.Y - point1.Y), Width(point2.X - point1.X), X(point1.X), Y(point1.Y) { } Rect::Rect(const Point location, const Size size) : Height(size.Height), Width(size.Width), X(location.X), Y(location.Y) { } Rect::Rect(const Rect &obj) : Height(obj.Height), Width(obj.Width), X(obj.X), Y(obj.Y) { } bool Rect::Contains(const Point point) const { return ((point.X >= X) && (point.X <= getRight()) && (point.Y >= Y) && (point.Y <= getBottom())); } bool Rect::Equals(const Object* obj) const { return is(obj, this) ? this->Equals(*(Rect*)obj) : false; } bool Rect::Equals(const Rect other) const { return (*this == other); } int Rect::GetHashCode() const { } int Rect::GetType() const { } void Rect::Intersect(const Rect rect) { } const char* Rect::ToString() const { return String::Format("X:%i Y:%i Width:%i Height:%i", X, Y, Width, Height); } void Rect::Union(const Point point) { if (point.X < X) { int difference = (X - point.X); X -= difference; Width += difference; } if (point.X > getRight()) { Width += (point.X - getRight()); } if (point.Y < Y) { int difference = (Y - point.Y); Y -= difference; Height += difference; } if (point.Y > getBottom()) { Height += (point.Y - getBottom()); } } void Rect::Union(const Rect rect) { } bool Rect::operator ==(const Rect& right) const { return ((X == right.X) && (Y == right.Y) && (Width == right.Width) && (Height == right.Height)); } bool Rect::operator !=(const Rect& right) const { return !((X == right.X) && (Y == right.Y) && (Width == right.Width) && (Height == right.Height)); } } }