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3 changed files with 46 additions and 11 deletions

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@ -18,6 +18,10 @@ Jump to version:
### MLEM
Additions
- **Added the ability for formatted (tokenized) strings to be drawn with custom rotation, origin and flipping**
- Added a RectangleF.FromCorners overload that accepts points
Improvements
- Allow NumberExtensions.GetPoints to include bottom and right coordinates
### MLEM.Ui
Additions

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@ -166,28 +166,44 @@ namespace MLEM.Extensions {
/// <summary>
/// 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>
/// <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>
public static IEnumerable<Point> GetPoints(this Rectangle area) {
for (var x = area.Left; x < area.Right; x++) {
for (var y = area.Top; y < area.Bottom; y++)
yield return new Point(x, y);
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 y = area.Top; y < area.Bottom; y++)
yield return new Point(x, y);
}
}
}
/// <summary>
/// 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>
/// <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="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>
public static IEnumerable<Vector2> GetPoints(this RectangleF area, float interval = 1) {
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);
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 y = area.Top; y < area.Bottom; y += interval)
yield return new Vector2(x, y);
}
}
}

View file

@ -264,7 +264,7 @@ namespace MLEM.Misc {
/// </summary>
/// <param name="corner1">The first corner to use</param>
/// <param name="corner2">The second corner to use</param>
/// <returns></returns>
/// <returns>The created rectangle.</returns>
public static RectangleF FromCorners(Vector2 corner1, Vector2 corner2) {
var minX = Math.Min(corner1.X, corner2.X);
var minY = Math.Min(corner1.Y, corner2.Y);
@ -273,6 +273,21 @@ namespace MLEM.Misc {
return new RectangleF(minX, minY, maxX - minX, maxY - minY);
}
/// <summary>
/// Creates a new rectangle based on two corners that form a bounding box.
/// The resulting rectangle will encompass both corners as well as all of the space between them.
/// </summary>
/// <param name="corner1">The first corner to use</param>
/// <param name="corner2">The second corner to use</param>
/// <returns>The created rectangle.</returns>
public static RectangleF FromCorners(Point corner1, Point corner2) {
var minX = Math.Min(corner1.X, corner2.X);
var minY = Math.Min(corner1.Y, corner2.Y);
var maxX = Math.Max(corner1.X, corner2.X);
var maxY = Math.Max(corner1.Y, corner2.Y);
return new RectangleF(minX, minY, maxX - minX, maxY - minY);
}
/// <summary>
/// Converts an int-based rectangle to a float-based rectangle.
/// </summary>