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Эх сурвалжийг харах

mono: add Abs() to Rect2 and rename private fields

Kelly Thomas 7 жил өмнө
parent
commit
792a8446ac

+ 64 - 57
modules/mono/glue/cs_files/Rect2.cs

@@ -11,24 +11,24 @@ namespace Godot
     [StructLayout(LayoutKind.Sequential)]
     public struct Rect2 : IEquatable<Rect2>
     {
-        private Vector2 position;
-        private Vector2 size;
+        private Vector2 _position;
+        private Vector2 _size;
 
         public Vector2 Position
         {
-            get { return position; }
-            set { position = value; }
+            get { return _position; }
+            set { _position = value; }
         }
 
         public Vector2 Size
         {
-            get { return size; }
-            set { size = value; }
+            get { return _size; }
+            set { _size = value; }
         }
 
         public Vector2 End
         {
-            get { return position + size; }
+            get { return _position + _size; }
         }
 
         public real_t Area
@@ -36,6 +36,13 @@ namespace Godot
             get { return GetArea(); }
         }
 
+        public Rect2 Abs()
+        {
+            Vector2 end = End;
+            Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
+            return new Rect2(topLeft, _size.Abs());
+        }
+
         public Rect2 Clip(Rect2 b)
         {
             var newRect = b;
@@ -43,31 +50,31 @@ namespace Godot
             if (!Intersects(newRect))
                 return new Rect2();
 
-            newRect.position.x = Mathf.Max(b.position.x, position.x);
-            newRect.position.y = Mathf.Max(b.position.y, position.y);
+            newRect._position.x = Mathf.Max(b._position.x, _position.x);
+            newRect._position.y = Mathf.Max(b._position.y, _position.y);
 
-            Vector2 bEnd = b.position + b.size;
-            Vector2 end = position + size;
+            Vector2 bEnd = b._position + b._size;
+            Vector2 end = _position + _size;
 
-            newRect.size.x = Mathf.Min(bEnd.x, end.x) - newRect.position.x;
-            newRect.size.y = Mathf.Min(bEnd.y, end.y) - newRect.position.y;
+            newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
+            newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
 
             return newRect;
         }
 
         public bool Encloses(Rect2 b)
         {
-            return b.position.x >= position.x && b.position.y >= position.y &&
-               b.position.x + b.size.x < position.x + size.x &&
-               b.position.y + b.size.y < position.y + size.y;
+            return b._position.x >= _position.x && b._position.y >= _position.y &&
+               b._position.x + b._size.x < _position.x + _size.x &&
+               b._position.y + b._size.y < _position.y + _size.y;
         }
 
         public Rect2 Expand(Vector2 to)
         {
             var expanded = this;
 
-            Vector2 begin = expanded.position;
-            Vector2 end = expanded.position + expanded.size;
+            Vector2 begin = expanded._position;
+            Vector2 end = expanded._position + expanded._size;
 
             if (to.x < begin.x)
                 begin.x = to.x;
@@ -79,25 +86,25 @@ namespace Godot
             if (to.y > end.y)
                 end.y = to.y;
 
-            expanded.position = begin;
-            expanded.size = end - begin;
+            expanded._position = begin;
+            expanded._size = end - begin;
 
             return expanded;
         }
 
         public real_t GetArea()
         {
-            return size.x * size.y;
+            return _size.x * _size.y;
         }
 
         public Rect2 Grow(real_t by)
         {
             var g = this;
 
-            g.position.x -= by;
-            g.position.y -= by;
-            g.size.x += by * 2;
-            g.size.y += by * 2;
+            g._position.x -= by;
+            g._position.y -= by;
+            g._size.x += by * 2;
+            g._size.y += by * 2;
 
             return g;
         }
@@ -106,10 +113,10 @@ namespace Godot
         {
             var g = this;
 
-            g.position.x -= left;
-            g.position.y -= top;
-            g.size.x += left + right;
-            g.size.y += top + bottom;
+            g._position.x -= left;
+            g._position.y -= top;
+            g._size.x += left + right;
+            g._size.y += top + bottom;
 
             return g;
         }
@@ -128,19 +135,19 @@ namespace Godot
 
         public bool HasNoArea()
         {
-            return size.x <= 0 || size.y <= 0;
+            return _size.x <= 0 || _size.y <= 0;
         }
 
         public bool HasPoint(Vector2 point)
         {
-            if (point.x < position.x)
+            if (point.x < _position.x)
                 return false;
-            if (point.y < position.y)
+            if (point.y < _position.y)
                 return false;
 
-            if (point.x >= position.x + size.x)
+            if (point.x >= _position.x + _size.x)
                 return false;
-            if (point.y >= position.y + size.y)
+            if (point.y >= _position.y + _size.y)
                 return false;
 
             return true;
@@ -148,13 +155,13 @@ namespace Godot
 
         public bool Intersects(Rect2 b)
         {
-            if (position.x > b.position.x + b.size.x)
+            if (_position.x > b._position.x + b._size.x)
                 return false;
-            if (position.x + size.x < b.position.x)
+            if (_position.x + _size.x < b._position.x)
                 return false;
-            if (position.y > b.position.y + b.size.y)
+            if (_position.y > b._position.y + b._size.y)
                 return false;
-            if (position.y + size.y < b.position.y)
+            if (_position.y + _size.y < b._position.y)
                 return false;
 
             return true;
@@ -164,13 +171,13 @@ namespace Godot
         {
             Rect2 newRect;
 
-            newRect.position.x = Mathf.Min(b.position.x, position.x);
-            newRect.position.y = Mathf.Min(b.position.y, position.y);
+            newRect._position.x = Mathf.Min(b._position.x, _position.x);
+            newRect._position.y = Mathf.Min(b._position.y, _position.y);
 
-            newRect.size.x = Mathf.Max(b.position.x + b.size.x, position.x + size.x);
-            newRect.size.y = Mathf.Max(b.position.y + b.size.y, position.y + size.y);
+            newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
+            newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
 
-            newRect.size = newRect.size - newRect.position; // Make relative again
+            newRect._size = newRect._size - newRect._position; // Make relative again
 
             return newRect;
         }
@@ -178,23 +185,23 @@ namespace Godot
         // Constructors 
         public Rect2(Vector2 position, Vector2 size)
         {
-            this.position = position;
-            this.size = size;
+            _position = position;
+            _size = size;
         }
         public Rect2(Vector2 position, real_t width, real_t height)
         {
-            this.position = position;
-            size = new Vector2(width, height);
+            _position = position;
+            _size = new Vector2(width, height);
         }
         public Rect2(real_t x, real_t y, Vector2 size)
         {
-            position = new Vector2(x, y);
-            this.size = size;
+            _position = new Vector2(x, y);
+            _size = size;
         }
         public Rect2(real_t x, real_t y, real_t width, real_t height)
         {
-            position = new Vector2(x, y);
-            size = new Vector2(width, height);
+            _position = new Vector2(x, y);
+            _size = new Vector2(width, height);
         }
 
         public static bool operator ==(Rect2 left, Rect2 right)
@@ -219,20 +226,20 @@ namespace Godot
 
         public bool Equals(Rect2 other)
         {
-            return position.Equals(other.position) && size.Equals(other.size);
+            return _position.Equals(other._position) && _size.Equals(other._size);
         }
 
         public override int GetHashCode()
         {
-            return position.GetHashCode() ^ size.GetHashCode();
+            return _position.GetHashCode() ^ _size.GetHashCode();
         }
 
         public override string ToString()
         {
             return String.Format("({0}, {1})", new object[]
             {
-                position.ToString(),
-                size.ToString()
+                _position.ToString(),
+                _size.ToString()
             });
         }
 
@@ -240,8 +247,8 @@ namespace Godot
         {
             return String.Format("({0}, {1})", new object[]
             {
-                position.ToString(format),
-                size.ToString(format)
+                _position.ToString(format),
+                _size.ToString(format)
             });
         }
     }