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Allow NumberExtensions.GetPoints to include bottom and right coordinates

This commit is contained in:
Ell 2024-04-13 21:12:49 +02:00
parent dd9230abf0
commit 7bf418f8b2
2 changed files with 29 additions and 10 deletions

View file

@ -19,6 +19,9 @@ Jump to version:
Additions Additions
- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping** - **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
Improvements
- Allow NumberExtensions.GetPoints to include bottom and right coordinates
### MLEM.Ui ### MLEM.Ui
Additions Additions
- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse - Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse

View file

@ -166,30 +166,46 @@ namespace MLEM.Extensions {
/// <summary> /// <summary>
/// Returns a set of <see cref="Point"/> values that are contained in the given <see cref="Rectangle"/>. /// Returns a set of <see cref="Point"/> values that are contained in the given <see cref="Rectangle"/>.
/// Note that <see cref="Rectangle.Left"/> and <see cref="Rectangle.Top"/> are inclusive, but <see cref="Rectangle.Right"/> and <see cref="Rectangle.Bottom"/> are not. /// Note that, by default, <see cref="Rectangle.Left"/> and <see cref="Rectangle.Top"/> are inclusive, but <see cref="Rectangle.Right"/> and <see cref="Rectangle.Bottom"/> are not.
/// </summary> /// </summary>
/// <param name="area">The area whose points to get</param> /// <param name="area">The area whose points to get</param>
/// <param name="bottomRightInclusive">Whether <see cref="Rectangle.Right"/> and <see cref="Rectangle.Bottom"/> should be inclusive, rather than exclusive.</param>
/// <returns>The points contained in the area</returns> /// <returns>The points contained in the area</returns>
public static IEnumerable<Point> GetPoints(this Rectangle area) { public static IEnumerable<Point> GetPoints(this Rectangle area, bool bottomRightInclusive = false) {
if (bottomRightInclusive) {
for (var x = area.Left; x <= area.Right; x++) {
for (var y = area.Top; y <= area.Bottom; y++)
yield return new Point(x, y);
}
} else {
for (var x = area.Left; x < area.Right; x++) { for (var x = area.Left; x < area.Right; x++) {
for (var y = area.Top; y < area.Bottom; y++) for (var y = area.Top; y < area.Bottom; y++)
yield return new Point(x, y); yield return new Point(x, y);
} }
} }
}
/// <summary> /// <summary>
/// Returns a set of <see cref="Vector2"/> values that are contained in the given <see cref="RectangleF"/>. /// Returns a set of <see cref="Vector2"/> values that are contained in the given <see cref="RectangleF"/>.
/// Note that <see cref="RectangleF.Left"/> and <see cref="RectangleF.Top"/> are inclusive, but <see cref="RectangleF.Right"/> and <see cref="RectangleF.Bottom"/> are not. /// Note that, by default, <see cref="RectangleF.Left"/> and <see cref="RectangleF.Top"/> are inclusive, but <see cref="RectangleF.Right"/> and <see cref="RectangleF.Bottom"/> are not.
/// </summary> /// </summary>
/// <param name="area">The area whose points to get</param> /// <param name="area">The area whose points to get</param>
/// <param name="interval">The distance that should be traveled between each point that is to be returned</param> /// <param name="interval">The distance that should be traveled between each point that is to be returned</param>
/// <param name="bottomRightInclusive">Whether <see cref="RectangleF.Right"/> and <see cref="RectangleF.Bottom"/> should be inclusive, rather than exclusive.</param>
/// <returns>The points contained in the area</returns> /// <returns>The points contained in the area</returns>
public static IEnumerable<Vector2> GetPoints(this RectangleF area, float interval = 1) { public static IEnumerable<Vector2> GetPoints(this RectangleF area, float interval = 1, bool bottomRightInclusive = false) {
if (bottomRightInclusive) {
for (var x = area.Left; x <= area.Right; x += interval) {
for (var y = area.Top; y <= area.Bottom; y += interval)
yield return new Vector2(x, y);
}
} else {
for (var x = area.Left; x < area.Right; x += interval) { for (var x = area.Left; x < area.Right; x += interval) {
for (var y = area.Top; y < area.Bottom; y += interval) for (var y = area.Top; y < area.Bottom; y += interval)
yield return new Vector2(x, y); yield return new Vector2(x, y);
} }
} }
}
/// <summary> /// <summary>
/// Turns the given 3-dimensional vector into a 2-dimensional vector by chopping off the z coordinate. /// Turns the given 3-dimensional vector into a 2-dimensional vector by chopping off the z coordinate.