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Allow NumberExtensions.GetPoints to include bottom and right coordinates
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2 changed files with 29 additions and 10 deletions
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@ -19,6 +19,9 @@ Jump to version:
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Additions
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Additions
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- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
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- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
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Improvements
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- Allow NumberExtensions.GetPoints to include bottom and right coordinates
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### MLEM.Ui
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### MLEM.Ui
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Additions
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Additions
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- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse
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- Added the ability to set the anchor that should be used when a tooltip attaches to an element or the mouse
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@ -166,28 +166,44 @@ namespace MLEM.Extensions {
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/// <summary>
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/// <summary>
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/// Returns a set of <see cref="Point"/> values that are contained in the given <see cref="Rectangle"/>.
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/// Returns a set of <see cref="Point"/> values that are contained in the given <see cref="Rectangle"/>.
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/// 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.
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/// 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.
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/// </summary>
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/// </summary>
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/// <param name="area">The area whose points to get</param>
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/// <param name="area">The area whose points to get</param>
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/// <param name="bottomRightInclusive">Whether <see cref="Rectangle.Right"/> and <see cref="Rectangle.Bottom"/> should be inclusive, rather than exclusive.</param>
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/// <returns>The points contained in the area</returns>
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/// <returns>The points contained in the area</returns>
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public static IEnumerable<Point> GetPoints(this Rectangle area) {
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public static IEnumerable<Point> GetPoints(this Rectangle area, bool bottomRightInclusive = false) {
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for (var x = area.Left; x < area.Right; x++) {
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if (bottomRightInclusive) {
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for (var y = area.Top; y < area.Bottom; y++)
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for (var x = area.Left; x <= area.Right; x++) {
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yield return new Point(x, y);
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for (var y = area.Top; y <= area.Bottom; y++)
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yield return new Point(x, y);
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}
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} else {
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for (var x = area.Left; x < area.Right; x++) {
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for (var y = area.Top; y < area.Bottom; y++)
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yield return new Point(x, y);
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Returns a set of <see cref="Vector2"/> values that are contained in the given <see cref="RectangleF"/>.
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/// Returns a set of <see cref="Vector2"/> values that are contained in the given <see cref="RectangleF"/>.
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/// 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.
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/// 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.
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/// </summary>
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/// </summary>
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/// <param name="area">The area whose points to get</param>
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/// <param name="area">The area whose points to get</param>
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/// <param name="interval">The distance that should be traveled between each point that is to be returned</param>
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/// <param name="interval">The distance that should be traveled between each point that is to be returned</param>
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/// <param name="bottomRightInclusive">Whether <see cref="RectangleF.Right"/> and <see cref="RectangleF.Bottom"/> should be inclusive, rather than exclusive.</param>
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/// <returns>The points contained in the area</returns>
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/// <returns>The points contained in the area</returns>
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public static IEnumerable<Vector2> GetPoints(this RectangleF area, float interval = 1) {
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public static IEnumerable<Vector2> GetPoints(this RectangleF area, float interval = 1, bool bottomRightInclusive = false) {
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for (var x = area.Left; x < area.Right; x += interval) {
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if (bottomRightInclusive) {
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for (var y = area.Top; y < area.Bottom; y += interval)
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for (var x = area.Left; x <= area.Right; x += interval) {
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yield return new Vector2(x, y);
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for (var y = area.Top; y <= area.Bottom; y += interval)
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yield return new Vector2(x, y);
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}
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} else {
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for (var x = area.Left; x < area.Right; x += interval) {
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for (var y = area.Top; y < area.Bottom; y += interval)
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yield return new Vector2(x, y);
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}
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}
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}
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}
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}
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