mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
325 lines
7.8 KiB
C#
325 lines
7.8 KiB
C#
using Sandbox.UI;
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using System.Runtime.InteropServices;
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using System.Text.Json.Serialization;
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namespace Sandbox;
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#pragma warning disable CS0618 // Type or member is obsolete
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/// <summary>
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/// Represents a rectangle but with whole numbers
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/// </summary>
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[StructLayout( LayoutKind.Sequential )]
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public struct RectInt : System.IEquatable<RectInt>
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{
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private int left;
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private int top;
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private int right;
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private int bottom;
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/// <summary>
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/// Initialize a Rect at given position and with given size.
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/// </summary>
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public RectInt( in int x, in int y, in int width, in int height )
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{
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left = x;
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top = y;
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right = x + width;
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bottom = y + height;
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}
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/// <summary>
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/// Initialize a Rect at given position and with given size.
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/// </summary>
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public RectInt( in Vector2Int point, in Vector2Int size = default )
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{
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left = point.x;
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top = point.y;
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right = point.x + size.x;
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bottom = point.y + size.y;
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}
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/// <summary>
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/// Width of the rect.
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/// </summary>
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[JsonIgnore, Hide]
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public int Width
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{
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readonly get => right - left;
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set => right = left + value;
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}
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/// <summary>
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/// Height of the rect.
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/// </summary>
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[JsonIgnore, Hide]
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public int Height
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{
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readonly get => bottom - top;
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set => bottom = top + value;
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}
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/// <summary>
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/// Position of rect's left edge relative to its parent, can also be interpreted as its position on the X axis.
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/// </summary>
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[JsonIgnore, Hide]
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public int Left
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{
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readonly get => left;
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set => left = value;
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}
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/// <summary>
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/// Position of rect's top edge relative to its parent, can also be interpreted as its position on the Y axis.
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/// </summary>
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[JsonIgnore, Hide]
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public int Top
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{
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readonly get => top;
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set => top = value;
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}
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/// <summary>
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/// Position of rect's right edge relative to its parent.
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/// </summary>
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[JsonIgnore, Hide]
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public int Right
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{
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readonly get => right;
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set => right = value;
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}
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/// <summary>
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/// Position of rect's bottom edge relative to its parent.
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/// </summary>
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[JsonIgnore, Hide]
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public int Bottom
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{
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readonly get => bottom;
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set => bottom = value;
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}
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/// <summary>
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/// Position of this rect.
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/// </summary>
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public Vector2Int Position
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{
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readonly get => new( left, top );
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set
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{
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var s = Size;
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left = value.x;
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top = value.y;
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Size = s;
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}
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}
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/// <summary>
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/// Center of this rect.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly Vector2 Center
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{
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get => Position + Size * 0.5f;
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}
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/// <summary>
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/// Size of this rect.
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/// </summary>
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public Vector2Int Size
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{
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readonly get => new( Width, Height );
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set
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{
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right = left + value.x;
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bottom = top + value.y;
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}
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}
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/// <summary>
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/// Returns this rect with position set to 0 on both axes.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly RectInt WithoutPosition => new( 0, 0, Width, Height );
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public static RectInt operator +( RectInt r, in Vector2Int p )
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{
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r.Position += p;
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return r;
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}
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/// <summary>
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/// Return true if the passed rect is partially or fully inside this rect.
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/// </summary>
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/// <param name="rect">The passed rect to test.</param>
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/// <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>
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public readonly bool IsInside( in RectInt rect, bool fullyInside = false )
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{
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if ( fullyInside )
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{
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return left < rect.left && right > rect.right && top < rect.top && bottom > rect.bottom;
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}
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if ( rect.right < left ) return false;
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if ( rect.left > right ) return false;
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if ( rect.top > bottom ) return false;
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if ( rect.bottom < top ) return false;
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return true;
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}
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/// <summary>
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/// Return true if the passed point is inside this rect.
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/// </summary>
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public readonly bool IsInside( in Vector2Int pos )
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{
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if ( pos.x < left ) return false;
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if ( pos.x > right ) return false;
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if ( pos.y > bottom ) return false;
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if ( pos.y < top ) return false;
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return true;
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}
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/// <summary>
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/// Returns a Rect shrunk in every direction by given values.
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/// </summary>
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public readonly RectInt Shrink( in int left, in int top, in int right, in int bottom )
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{
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var r = this;
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r.left += left;
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r.top += top;
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r.right -= right;
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r.bottom -= bottom;
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return r;
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}
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/// <summary>
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/// Returns a Rect shrunk in every direction by given values on each axis.
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/// </summary>
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public readonly RectInt Shrink( in int x, in int y ) => Shrink( x, y, x, y );
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/// <summary>
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/// Returns a Rect shrunk in every direction by given amount.
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/// </summary>
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public readonly RectInt Shrink( in int amt ) => Shrink( amt, amt, amt, amt );
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/// <summary>
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/// Returns a Rect grown in every direction by given amounts.
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/// </summary>
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public readonly RectInt Grow( in int left, in int top, in int right, in int bottom )
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{
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var r = this;
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r.left -= left;
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r.top -= top;
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r.right += right;
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r.bottom += bottom;
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return r;
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}
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/// <summary>
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/// Returns a Rect grown in every direction by given values on each axis.
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/// </summary>
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public readonly RectInt Grow( in int x, in int y ) => Grow( x, y, x, y );
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/// <summary>
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/// Returns a Rect grown in every direction by given amount.
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/// </summary>
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public readonly RectInt Grow( in int amt ) => Grow( amt, amt, amt, amt );
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public static RectInt operator +( in RectInt a, in RectInt b )
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{
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return new RectInt( a.left + b.left, a.top + b.top, a.Width + b.Width, a.Height + b.Height );
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}
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public static RectInt operator *( in RectInt a, in int b )
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{
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return new RectInt( a.left * b, a.top * b, a.Width * b, a.Height * b );
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}
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public static RectInt operator *( in RectInt a, in Vector2Int b )
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{
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return new RectInt( a.left * b.x, a.top * b.y, a.Width * b.x, a.Height * b.y );
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}
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/// <summary>
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/// Create a rect between two points. The order of the points doesn't matter.
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/// </summary>
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public static RectInt FromPoints( in Vector2Int a, in Vector2Int b )
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{
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var topLeft = Vector2Int.Min( a, b );
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return new RectInt( topLeft.x, topLeft.y, Math.Abs( a.x - b.x ), Math.Abs( a.y - b.y ) );
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}
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public override readonly string ToString() => $"{left},{top},{Width},{Height}";
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/// <summary>
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/// Expand this Rect to contain the other rect
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/// </summary>
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public void Add( RectInt r )
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{
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left = Math.Min( left, r.left );
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right = Math.Max( right, r.right );
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top = Math.Min( top, r.top );
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bottom = Math.Max( bottom, r.bottom );
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}
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/// <summary>
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/// Expand this Rect to contain the point
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/// </summary>
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public void Add( Vector2Int point )
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{
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left = Math.Min( left, point.x );
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right = Math.Max( right, point.x );
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top = Math.Min( top, point.y );
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bottom = Math.Max( bottom, point.y );
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}
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/// <summary>
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/// Returns this rect expanded to include this point
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/// </summary>
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public readonly RectInt AddPoint( Vector2Int pos )
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{
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var r = this;
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r.Add( pos );
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return r;
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}
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/// <summary>
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/// Position of the bottom left edge of this rect.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly Vector2Int BottomLeft => new( left, bottom );
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/// <summary>
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/// Position of the bottom right edge of this rect.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly Vector2Int BottomRight => new( right, bottom );
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/// <summary>
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/// Position of the top right edge of this rect.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly Vector2Int TopRight => new( right, top );
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/// <summary>
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/// Position of the top left edge of this rect.
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/// </summary>
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[JsonIgnore, Hide]
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public readonly Vector2Int TopLeft => new( left, top );
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#region equality
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public static bool operator ==( RectInt left, RectInt right ) => left.Equals( right );
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public static bool operator !=( RectInt left, RectInt right ) => !(left == right);
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public override bool Equals( object obj ) => obj is RectInt o && Equals( o );
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public readonly bool Equals( RectInt o ) => (left, right, top, bottom) == (o.left, o.right, o.top, o.bottom);
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public readonly override int GetHashCode() => HashCode.Combine( left, right, top, bottom );
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#endregion
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}
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