Files
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

325 lines
7.8 KiB
C#

using Sandbox.UI;
using System.Runtime.InteropServices;
using System.Text.Json.Serialization;
namespace Sandbox;
#pragma warning disable CS0618 // Type or member is obsolete
/// <summary>
/// Represents a rectangle but with whole numbers
/// </summary>
[StructLayout( LayoutKind.Sequential )]
public struct RectInt : System.IEquatable<RectInt>
{
private int left;
private int top;
private int right;
private int bottom;
/// <summary>
/// Initialize a Rect at given position and with given size.
/// </summary>
public RectInt( in int x, in int y, in int width, in int height )
{
left = x;
top = y;
right = x + width;
bottom = y + height;
}
/// <summary>
/// Initialize a Rect at given position and with given size.
/// </summary>
public RectInt( in Vector2Int point, in Vector2Int size = default )
{
left = point.x;
top = point.y;
right = point.x + size.x;
bottom = point.y + size.y;
}
/// <summary>
/// Width of the rect.
/// </summary>
[JsonIgnore, Hide]
public int Width
{
readonly get => right - left;
set => right = left + value;
}
/// <summary>
/// Height of the rect.
/// </summary>
[JsonIgnore, Hide]
public int Height
{
readonly get => bottom - top;
set => bottom = top + value;
}
/// <summary>
/// Position of rect's left edge relative to its parent, can also be interpreted as its position on the X axis.
/// </summary>
[JsonIgnore, Hide]
public int Left
{
readonly get => left;
set => left = value;
}
/// <summary>
/// Position of rect's top edge relative to its parent, can also be interpreted as its position on the Y axis.
/// </summary>
[JsonIgnore, Hide]
public int Top
{
readonly get => top;
set => top = value;
}
/// <summary>
/// Position of rect's right edge relative to its parent.
/// </summary>
[JsonIgnore, Hide]
public int Right
{
readonly get => right;
set => right = value;
}
/// <summary>
/// Position of rect's bottom edge relative to its parent.
/// </summary>
[JsonIgnore, Hide]
public int Bottom
{
readonly get => bottom;
set => bottom = value;
}
/// <summary>
/// Position of this rect.
/// </summary>
public Vector2Int Position
{
readonly get => new( left, top );
set
{
var s = Size;
left = value.x;
top = value.y;
Size = s;
}
}
/// <summary>
/// Center of this rect.
/// </summary>
[JsonIgnore, Hide]
public readonly Vector2 Center
{
get => Position + Size * 0.5f;
}
/// <summary>
/// Size of this rect.
/// </summary>
public Vector2Int Size
{
readonly get => new( Width, Height );
set
{
right = left + value.x;
bottom = top + value.y;
}
}
/// <summary>
/// Returns this rect with position set to 0 on both axes.
/// </summary>
[JsonIgnore, Hide]
public readonly RectInt WithoutPosition => new( 0, 0, Width, Height );
public static RectInt operator +( RectInt r, in Vector2Int p )
{
r.Position += p;
return r;
}
/// <summary>
/// Return true if the passed rect is partially or fully inside this rect.
/// </summary>
/// <param name="rect">The passed rect to test.</param>
/// <param name="fullyInside"><see langword="true"/> to test if the given rect is completely inside this rect. <see langword="false"/> to test for an intersection.</param>
public readonly bool IsInside( in RectInt rect, bool fullyInside = false )
{
if ( fullyInside )
{
return left < rect.left && right > rect.right && top < rect.top && bottom > rect.bottom;
}
if ( rect.right < left ) return false;
if ( rect.left > right ) return false;
if ( rect.top > bottom ) return false;
if ( rect.bottom < top ) return false;
return true;
}
/// <summary>
/// Return true if the passed point is inside this rect.
/// </summary>
public readonly bool IsInside( in Vector2Int pos )
{
if ( pos.x < left ) return false;
if ( pos.x > right ) return false;
if ( pos.y > bottom ) return false;
if ( pos.y < top ) return false;
return true;
}
/// <summary>
/// Returns a Rect shrunk in every direction by given values.
/// </summary>
public readonly RectInt Shrink( in int left, in int top, in int right, in int bottom )
{
var r = this;
r.left += left;
r.top += top;
r.right -= right;
r.bottom -= bottom;
return r;
}
/// <summary>
/// Returns a Rect shrunk in every direction by given values on each axis.
/// </summary>
public readonly RectInt Shrink( in int x, in int y ) => Shrink( x, y, x, y );
/// <summary>
/// Returns a Rect shrunk in every direction by given amount.
/// </summary>
public readonly RectInt Shrink( in int amt ) => Shrink( amt, amt, amt, amt );
/// <summary>
/// Returns a Rect grown in every direction by given amounts.
/// </summary>
public readonly RectInt Grow( in int left, in int top, in int right, in int bottom )
{
var r = this;
r.left -= left;
r.top -= top;
r.right += right;
r.bottom += bottom;
return r;
}
/// <summary>
/// Returns a Rect grown in every direction by given values on each axis.
/// </summary>
public readonly RectInt Grow( in int x, in int y ) => Grow( x, y, x, y );
/// <summary>
/// Returns a Rect grown in every direction by given amount.
/// </summary>
public readonly RectInt Grow( in int amt ) => Grow( amt, amt, amt, amt );
public static RectInt operator +( in RectInt a, in RectInt b )
{
return new RectInt( a.left + b.left, a.top + b.top, a.Width + b.Width, a.Height + b.Height );
}
public static RectInt operator *( in RectInt a, in int b )
{
return new RectInt( a.left * b, a.top * b, a.Width * b, a.Height * b );
}
public static RectInt operator *( in RectInt a, in Vector2Int b )
{
return new RectInt( a.left * b.x, a.top * b.y, a.Width * b.x, a.Height * b.y );
}
/// <summary>
/// Create a rect between two points. The order of the points doesn't matter.
/// </summary>
public static RectInt FromPoints( in Vector2Int a, in Vector2Int b )
{
var topLeft = Vector2Int.Min( a, b );
return new RectInt( topLeft.x, topLeft.y, Math.Abs( a.x - b.x ), Math.Abs( a.y - b.y ) );
}
public override readonly string ToString() => $"{left},{top},{Width},{Height}";
/// <summary>
/// Expand this Rect to contain the other rect
/// </summary>
public void Add( RectInt r )
{
left = Math.Min( left, r.left );
right = Math.Max( right, r.right );
top = Math.Min( top, r.top );
bottom = Math.Max( bottom, r.bottom );
}
/// <summary>
/// Expand this Rect to contain the point
/// </summary>
public void Add( Vector2Int point )
{
left = Math.Min( left, point.x );
right = Math.Max( right, point.x );
top = Math.Min( top, point.y );
bottom = Math.Max( bottom, point.y );
}
/// <summary>
/// Returns this rect expanded to include this point
/// </summary>
public readonly RectInt AddPoint( Vector2Int pos )
{
var r = this;
r.Add( pos );
return r;
}
/// <summary>
/// Position of the bottom left edge of this rect.
/// </summary>
[JsonIgnore, Hide]
public readonly Vector2Int BottomLeft => new( left, bottom );
/// <summary>
/// Position of the bottom right edge of this rect.
/// </summary>
[JsonIgnore, Hide]
public readonly Vector2Int BottomRight => new( right, bottom );
/// <summary>
/// Position of the top right edge of this rect.
/// </summary>
[JsonIgnore, Hide]
public readonly Vector2Int TopRight => new( right, top );
/// <summary>
/// Position of the top left edge of this rect.
/// </summary>
[JsonIgnore, Hide]
public readonly Vector2Int TopLeft => new( left, top );
#region equality
public static bool operator ==( RectInt left, RectInt right ) => left.Equals( right );
public static bool operator !=( RectInt left, RectInt right ) => !(left == right);
public override bool Equals( object obj ) => obj is RectInt o && Equals( o );
public readonly bool Equals( RectInt o ) => (left, right, top, bottom) == (o.left, o.right, o.top, o.bottom);
public readonly override int GetHashCode() => HashCode.Combine( left, right, top, bottom );
#endregion
}