using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
///
/// IntRect is an utility class for manipulating 2D rectangles
/// with integer coordinates
///
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct IntRect
{
////////////////////////////////////////////////////////////
///
/// Construct the rectangle from its coordinates
///
/// Left coordinate of the rectangle
/// Top coordinate of the rectangle
/// Width of the rectangle
/// Height of the rectangle
////////////////////////////////////////////////////////////
public IntRect(int left, int top, int width, int height)
{
Left = left;
Top = top;
Width = width;
Height = height;
}
////////////////////////////////////////////////////////////
///
/// Check if a point is inside the rectangle's area
///
/// X coordinate of the point to test
/// Y coordinate of the point to test
/// True if the point is inside
////////////////////////////////////////////////////////////
public bool Contains(int x, int y)
{
return (x >= Left) && (x < Left + Width) && (y >= Top) && (y < Top + Height);
}
////////////////////////////////////////////////////////////
///
/// Check intersection between two rectangles
///
/// Rectangle to test
/// True if rectangles overlap
////////////////////////////////////////////////////////////
public bool Intersects(IntRect rect)
{
// Compute the intersection boundaries
int left = Math.Max(Left, rect.Left);
int top = Math.Max(Top, rect.Top);
int right = Math.Min(Left + Width, rect.Left + rect.Width);
int bottom = Math.Min(Top + Height, rect.Top + rect.Height);
return (left < right) && (top < bottom);
}
////////////////////////////////////////////////////////////
///
/// Check intersection between two rectangles
///
/// Rectangle to test
/// Rectangle to be filled with overlapping rect
/// True if rectangles overlap
////////////////////////////////////////////////////////////
public bool Intersects(IntRect rect, out IntRect overlap)
{
// Compute the intersection boundaries
int left = Math.Max(Left, rect.Left);
int top = Math.Max(Top, rect.Top);
int right = Math.Min(Left + Width, rect.Left + rect.Width);
int bottom = Math.Min(Top + Height, rect.Top + rect.Height);
// If the intersection is valid (positive non zero area), then there is an intersection
if ((left < right) && (top < bottom))
{
overlap.Left = left;
overlap.Top = top;
overlap.Width = right - left;
overlap.Height = bottom - top;
return true;
}
else
{
overlap.Left = 0;
overlap.Top = 0;
overlap.Width = 0;
overlap.Height = 0;
return false;
}
}
////////////////////////////////////////////////////////////
///
/// Provide a string describing the object
///
/// String description of the object
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[IntRect]" +
" Left(" + Left + ")" +
" Top(" + Top + ")" +
" Width(" + Width + ")" +
" Height(" + Height + ")";
}
/// Left coordinate of the rectangle
public int Left;
/// Top coordinate of the rectangle
public int Top;
/// Width of the rectangle
public int Width;
/// Height of the rectangle
public int Height;
}
////////////////////////////////////////////////////////////
///
/// IntRect is an utility class for manipulating 2D rectangles
/// with float coordinates
///
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct FloatRect
{
////////////////////////////////////////////////////////////
///
/// Construct the rectangle from its coordinates
///
/// Left coordinate of the rectangle
/// Top coordinate of the rectangle
/// Width of the rectangle
/// Height of the rectangle
////////////////////////////////////////////////////////////
public FloatRect(float left, float top, float width, float height)
{
Left = left;
Top = top;
Width = width;
Height = height;
}
////////////////////////////////////////////////////////////
///
/// Check if a point is inside the rectangle's area
///
/// X coordinate of the point to test
/// Y coordinate of the point to test
/// True if the point is inside
////////////////////////////////////////////////////////////
public bool Contains(float x, float y)
{
return (x >= Left) && (x < Left + Width) && (y >= Top) && (y < Top + Height);
}
////////////////////////////////////////////////////////////
///
/// Check intersection between two rectangles
///
/// Rectangle to test
/// True if rectangles overlap
////////////////////////////////////////////////////////////
public bool Intersects(FloatRect rect)
{
// Compute the intersection boundaries
float left = Math.Max(Left, rect.Left);
float top = Math.Max(Top, rect.Top);
float right = Math.Min(Left + Width, rect.Left + rect.Width);
float bottom = Math.Min(Top + Height, rect.Top + rect.Height);
return (left < right) && (top < bottom);
}
////////////////////////////////////////////////////////////
///
/// Check intersection between two rectangles
///
/// Rectangle to test
/// Rectangle to be filled with overlapping rect
/// True if rectangles overlap
////////////////////////////////////////////////////////////
public bool Intersects(FloatRect rect, out FloatRect overlap)
{
// Compute the intersection boundaries
float left = Math.Max(Left, rect.Left);
float top = Math.Max(Top, rect.Top);
float right = Math.Min(Left + Width, rect.Left + rect.Width);
float bottom = Math.Min(Top + Height, rect.Top + rect.Height);
// If the intersection is valid (positive non zero area), then there is an intersection
if ((left < right) && (top < bottom))
{
overlap.Left = left;
overlap.Top = top;
overlap.Width = right - left;
overlap.Height = bottom - top;
return true;
}
else
{
overlap.Left = 0;
overlap.Top = 0;
overlap.Width = 0;
overlap.Height = 0;
return false;
}
}
////////////////////////////////////////////////////////////
///
/// Provide a string describing the object
///
/// String description of the object
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[FloatRect]" +
" Left(" + Left + ")" +
" Top(" + Top + ")" +
" Width(" + Width + ")" +
" Height(" + Height + ")";
}
/// Left coordinate of the rectangle
public float Left;
/// Top coordinate of the rectangle
public float Top;
/// Width of the rectangle
public float Width;
/// Height of the rectangle
public float Height;
}
}
}