using System;
using System.Runtime.Serialization;
using Microsoft.Xna.Framework;
using MLEM.Extensions;
namespace MLEM.Misc {
///
/// Represents a float-based version of
///
[DataContract]
public struct RectangleF : IEquatable {
///
/// The empty rectangle, with an x, y, width and height of 0.
///
public static RectangleF Empty => default;
///
/// The x position of the top left corner of this rectangle.
///
[DataMember]
public float X;
///
/// The y position of the top left corner of this rectangle.
///
[DataMember]
public float Y;
///
/// The width of this rectangle.
///
[DataMember]
public float Width;
///
/// The height of this rectangle.
///
[DataMember]
public float Height;
///
public float Left => this.X;
///
/// The x position of the bottom right corner of this rectangle.
///
public float Right => this.X + this.Width;
///
public float Top => this.Y;
///
/// The y position of the bottom right corner of this rectangle.
///
public float Bottom => this.Y + this.Height;
///
/// A boolean that is true if this rectangle is empty.
/// A rectangle is considered empty if the width or height is 0.
///
public bool IsEmpty => this.Width <= 0 || this.Height <= 0;
///
/// The top left corner of this rectangle
///
public Vector2 Location {
get => new Vector2(this.X, this.Y);
set {
this.X = value.X;
this.Y = value.Y;
}
}
///
/// The size, that is, the width and height of this rectangle.
///
public Vector2 Size {
get => new Vector2(this.Width, this.Height);
set {
this.Width = value.X;
this.Height = value.Y;
}
}
///
/// The center of this rectangle, based on the top left corner and the size.
///
public Vector2 Center => new Vector2(this.X + this.Width / 2, this.Y + this.Height / 2);
///
/// Creates a new rectangle with the specified location and size
///
/// The x coordinate of the top left corner of the rectangle
/// The y coordinate of the top left corner of the rectangle
/// The width of the rectangle
/// The height of the rectangle
public RectangleF(float x, float y, float width, float height) {
this.X = x;
this.Y = y;
this.Width = width;
this.Height = height;
}
///
/// Creates a new rectangle with the specified location and size vectors
///
/// The top left corner of the rectangle
/// The size of the rectangle, where x represents width and the y represents height
public RectangleF(Vector2 location, Vector2 size) {
this.X = location.X;
this.Y = location.Y;
this.Width = size.X;
this.Height = size.Y;
}
///
/// 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.
///
/// The first corner to use
/// The second corner to use
///
public static RectangleF FromCorners(Vector2 corner1, Vector2 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);
}
///
/// Converts a float-based rectangle to an int-based rectangle, flooring each value in the process.
///
/// The rectangle to convert
/// The resulting rectangle
public static explicit operator Rectangle(RectangleF rect) {
return new Rectangle(rect.X.Floor(), rect.Y.Floor(), rect.Width.Floor(), rect.Height.Floor());
}
///
/// Converts an int-based rectangle to a float-based rectangle.
///
/// The rectangle to convert
/// The resulting rectangle
public static explicit operator RectangleF(Rectangle rect) {
return new RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
}
///
public static bool operator ==(RectangleF a, RectangleF b) {
return a.X == b.X && a.Y == b.Y && a.Width == b.Width && a.Height == b.Height;
}
///
public static bool operator !=(RectangleF a, RectangleF b) {
return !(a == b);
}
///
public bool Contains(float x, float y) {
return this.X <= x && x < this.X + this.Width && this.Y <= y && y < this.Y + this.Height;
}
///
public bool Contains(Vector2 value) {
return this.Contains(value.X, value.Y);
}
///
public bool Contains(RectangleF value) {
return this.X <= value.X && value.X + value.Width <= this.X + this.Width && this.Y <= value.Y && value.Y + value.Height <= this.Y + this.Height;
}
///
public override bool Equals(object obj) {
return obj is RectangleF f && this == f;
}
///
public bool Equals(RectangleF other) {
return this == other;
}
///
public override int GetHashCode() {
return (((17 * 23 + this.X.GetHashCode()) * 23 + this.Y.GetHashCode()) * 23 + this.Width.GetHashCode()) * 23 + this.Height.GetHashCode();
}
///
public void Inflate(float horizontalAmount, float verticalAmount) {
this.X -= horizontalAmount;
this.Y -= verticalAmount;
this.Width += horizontalAmount * 2;
this.Height += verticalAmount * 2;
}
///
public bool Intersects(RectangleF value) {
return value.Left < this.Right && this.Left < value.Right && value.Top < this.Bottom && this.Top < value.Bottom;
}
///
public static RectangleF Intersect(RectangleF value1, RectangleF value2) {
if (value1.Intersects(value2)) {
var num1 = Math.Min(value1.X + value1.Width, value2.X + value2.Width);
var x = Math.Max(value1.X, value2.X);
var y = Math.Max(value1.Y, value2.Y);
var num2 = Math.Min(value1.Y + value1.Height, value2.Y + value2.Height);
return new RectangleF(x, y, num1 - x, num2 - y);
} else {
return Empty;
}
}
///
public void Offset(float offsetX, float offsetY) {
this.X += offsetX;
this.Y += offsetY;
}
///
public void Offset(Vector2 amount) {
this.X += amount.X;
this.Y += amount.Y;
}
///
public override string ToString() {
return "{X:" + this.X + " Y:" + this.Y + " Width:" + this.Width + " Height:" + this.Height + "}";
}
///
public static RectangleF Union(RectangleF value1, RectangleF value2) {
var x = Math.Min(value1.X, value2.X);
var y = Math.Min(value1.Y, value2.Y);
return new RectangleF(x, y, Math.Max(value1.Right, value2.Right) - x, Math.Max(value1.Bottom, value2.Bottom) - y);
}
///
public void Deconstruct(out float x, out float y, out float width, out float height) {
x = this.X;
y = this.Y;
width = this.Width;
height = this.Height;
}
}
}