using System; using System.Globalization; using ANX.Framework.NonXNA.Development; using System.ComponentModel; using ANX.Framework.Design; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.Framework { [PercentageComplete(100)] [Developer("Glatzemann, GinieDp")] [TestState(TestStateAttribute.TestState.Tested)] #if !WINDOWSMETRO [Serializable] [TypeConverter(typeof(RectangleConverter))] #endif public struct Rectangle : IEquatable { #region fields public int X; public int Y; public int Width; public int Height; #endregion #region properties public Point Center { get { return new Point((int)(X + Width * 0.5f), (int)(Y + Height * 0.5f)); } } public static Rectangle Empty { get { return new Rectangle(); } } public bool IsEmpty { get { return (this.X == 0) && (this.Y == 0) && (this.Width == 0) && (this.Height == 0); } } public Point Location { get { return new Point(this.X, this.Y); } set { this.X = value.X; this.Y = value.Y; } } public int Left { get { return this.X; } } public int Right { get { return this.X + Width; } } public int Top { get { return this.Y; } } public int Bottom { get { return this.Y + Height; } } #endregion #region constructors public Rectangle(int x, int y, int width, int height) { this.Height = height; this.Width = width; this.X = x; this.Y = y; } #endregion #region public methods public bool Contains(int x, int y) { bool result; this.Contains(ref x, ref y, out result); return result; } public bool Contains(Point value) { bool result; this.Contains(ref value.X, ref value.Y, out result); return result; } public void Contains(ref Point value, out bool result) { this.Contains(ref value.X, ref value.Y, out result); } private void Contains(ref int x, ref int y, out bool result) { result = x > this.X && x < this.Right && y > this.Y && y < this.Bottom; } public bool Contains(Rectangle value) { bool result; this.Contains(ref value, out result); return result; } public void Contains(ref Rectangle value, out bool result) { result = value.X >= this.X && value.X + value.Width <= this.Right && value.Y >= this.Y && value.Y + this.Height <= this.Bottom; } public override int GetHashCode() { return this.X + this.Y + this.Width + this.Height; } public void Inflate(int horizontalAmount, int verticalAmount) { this.X -= horizontalAmount; this.Y -= verticalAmount; this.Width += horizontalAmount * 2; this.Height += verticalAmount * 2; } public bool Intersects(Rectangle value) { bool result; this.Intersects(ref value, out result); return result; } public void Intersects(ref Rectangle value, out bool result) { //intersects if it dont contains it and is not outer //outer if (value.X > this.Right || value.Y > this.Bottom || value.X + value.Width < this.X || value.Y + value.Height < this.Y) { result = false; return; } //contains if (this.Contains(value)) { result = false; return; } result = true; } public void Offset(int offsetX, int offsetY) { this.X += offsetX; this.Y += offsetY; } public void Offset(Point amount) { this.X += amount.X; this.Y += amount.Y; } public override string ToString() { var culture = CultureInfo.CurrentCulture; // This may look a bit more ugly, but String.Format should be avoided cause of it's bad performance! return "{X:" + X.ToString(culture) + " Y:" + Y.ToString(culture) + " Width:" + Width.ToString(culture) + " Height:" + Height.ToString(culture) + "}"; } #endregion #region static methods public static Rectangle Intersect(Rectangle value1, Rectangle value2) { Rectangle result; Rectangle.Intersect(ref value1, ref value2, out result); return result; } public static void Intersect(ref Rectangle value1, ref Rectangle value2, out Rectangle result) { result = new Rectangle(); int x, y, w, h; if (value1.X > value2.X) { if (value1.X < value2.X + value2.Width) { x = value1.X; } else { return; } } else { if (value2.X < value1.X + value1.Width) { x = value2.X; } else { return; } } if (value1.Y > value2.Y) { if (value1.Y < value2.Y + value2.Height) { y = value1.Y; } else { return; } } else { if (value2.Y < value1.Y + value1.Height) { y = value2.Y; } else { return; } } if (value1.X + value1.Width < value2.X + value2.Width) { if (value1.X + value1.Width > value2.X) { w = value1.Width; } else { return; } } else { if (value2.X + value2.Width > value1.X) { w = value2.Width; } else { return; } } if (value1.Y + value1.Height < value2.Y + value2.Height) { if (value1.Y + value1.Height > value2.Y) { h = value1.Height; } else { return; } } else { if (value2.Y + value2.Height > value1.Y) { h = value2.Height; } else { return; } } result = new Rectangle(x, y, w - x, h - y); } public static Rectangle Union(Rectangle value1, Rectangle value2) { Rectangle result; Rectangle.Union(ref value1, ref value2, out result); return result; } public static void Union(ref Rectangle value1, ref Rectangle value2, out Rectangle result) { //Pick smallest x and y int x = value1.X < value2.X ? value1.X : value2.X; int y = value1.Y < value2.Y ? value1.Y : value2.Y; //pick greatest height and width int w = value1.X + value1.Width > value2.X + value2.Width ? value1.X + value1.Width : value2.X + value2.Width; int h = value1.Y + value1.Height > value2.Y + value2.Height ? value1.Y + value1.Height : value2.Y + value2.Height; result = new Rectangle(x, y, w-x, h-y); } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return obj is Rectangle && Equals((Rectangle)obj); } public bool Equals(Rectangle other) { return this.Height == other.Height && this.Width == other.Width && this.X == other.X && this.Y == other.Y; } #endregion #region operator overloading public static bool operator ==(Rectangle a, Rectangle b) { // NOTE: Duplicated code is better than copying 4 floats around! return a.Height == b.Height && a.Width == b.Width && a.X == b.X && a.Y == b.Y; } public static bool operator !=(Rectangle a, Rectangle b) { // NOTE: Duplicated code is better than copying 4 floats around! return a.Height != b.Height || a.Width != b.Width || a.X != b.X || a.Y != b.Y; } #endregion } }