#region Using Statements using System; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework { public struct Rectangle : IEquatable { #region fields public int Height; public int Width; public int X; public int Y; #endregion #region properties public int Bottom { get { return this.Y + Height; } } public Point Center { get { float faktor = 1 / 2f; return new Point((int)(this.X + this.Width * faktor), (int)(this.Y + this.Height * faktor)); } } 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 int Left { get { return this.X; } } public Point Location { get { return new Point(this.Left, this.Top); } set { this.X = value.X; this.Y = value.Y; } } public int Right { get { return this.X + Width; } } public int Top { get { return this.Y; } } #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.X + this.Width && y > this.Y && y < this.Y + this.Height; } 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.X + this.Width && value.Y >= this.Y && value.Y + this.Height <= this.Y + this.Height; } 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.X + this.Width || value.Y > this.Y + this.Height || 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 currentCulture = System.Globalization.CultureInfo.CurrentCulture; return string.Format(currentCulture, "{{X:{0} Y:{1} Width:{2} Height:{3}}}", new object[] { this.X.ToString(currentCulture), this.Y.ToString(currentCulture), this.Width.ToString(currentCulture), this.Height.ToString(currentCulture) }); } #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) ? this.Equals((Rectangle)obj) : false; } 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) { return a.Equals(b); } public static bool operator !=(Rectangle a, Rectangle b) { return !a.Equals(b); } #endregion } }