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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Text;
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+
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+namespace Terminal.Gui.Graphs {
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+
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+
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+ /// <summary>
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+ /// Facilitates box drawing and line intersection detection
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+ /// and rendering.
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+ /// </summary>
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+ public class StraightLineCanvas {
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+
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+ private List<StraightLine> lines = new List<StraightLine> ();
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+ private ConsoleDriver driver;
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+
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+ public StraightLineCanvas (ConsoleDriver driver)
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+ {
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+ this.driver = driver;
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+ }
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+
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+ /// <summary>
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+ /// Add a new line to the canvas starting at <paramref name="from"/>.
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+ /// Use positive <paramref name="length"/> for Right and negative for Left
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+ /// when <see cref="Orientation"/> is <see cref="Orientation.Horizontal"/>.
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+ /// Use positive <paramref name="length"/> for Down and negative for Up
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+ /// when <see cref="Orientation"/> is <see cref="Orientation.Vertical"/>.
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+ /// </summary>
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+ /// <param name="from">Starting point.</param>
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+ /// <param name="length">Length of line. 0 for a dot.
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+ /// Positive for Down/Right. Negative for Up/Left.</param>
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+ /// <param name="orientation">Direction of the line.</param>
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+ public void AddLine (Point from, int length, Orientation orientation, BorderStyle style)
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+ {
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+ lines.Add (new StraightLine (from, length, orientation, style));
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+ }
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+ /// <summary>
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+ /// Evaluate all currently defined lines that lie within
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+ /// <paramref name="inArea"/> and generate a 'bitmap' that
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+ /// shows what characters (if any) should be rendered at each
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+ /// point so that all lines connect up correctly with appropriate
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+ /// intersection symbols.
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+ /// <returns></returns>
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+ /// </summary>
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+ /// <param name="inArea"></param>
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+ /// <returns>Map as 2D array where first index is rows and second is column</returns>
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+ public Rune? [,] GenerateImage (Rect inArea)
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+ {
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+ Rune? [,] canvas = new Rune? [inArea.Height, inArea.Width];
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+
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+ // walk through each pixel of the bitmap
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+ for (int y = 0; y < inArea.Height; y++) {
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+ for (int x = 0; x < inArea.Width; x++) {
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+
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+ var intersects = lines
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+ .Select (l => l.Intersects (x, y))
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+ .Where(i=>i != null)
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+ .ToArray();
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+
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+ // TODO: use Driver and LineStyle to map
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+ canvas [x, y] = GetRuneForIntersects (intersects);
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+
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+ }
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+ }
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+
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+ return canvas;
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+ }
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+
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+ private Rune? GetRuneForIntersects (IntersectionDefinition[] intersects)
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+ {
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+ if (!intersects.Any ())
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+ return null;
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+
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+ // TODO: merge these intersection types to give correct rune
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+
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+ return '.';
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+ }
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+
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+ class IntersectionDefinition {
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+ /// <summary>
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+ /// The point at which the intersection happens
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+ /// </summary>
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+ public Point Point { get; }
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+
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+ /// <summary>
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+ /// Defines how <see cref="Line"/> position relates
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+ /// to <see cref="Point"/>.
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+ /// </summary>
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+ public IntersectionType Type { get; }
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+
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+ /// <summary>
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+ /// The line that intersects <see cref="Point"/>
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+ /// </summary>
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+ public StraightLine Line { get; }
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+
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+ public IntersectionDefinition (Point point, IntersectionType type, StraightLine line)
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+ {
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+ Point = point;
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+ Type = type;
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+ Line = line;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// The type of Rune that we will use before considering
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+ /// double width, curved borders etc
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+ /// </summary>
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+ enum IntersectionRuneType
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+ {
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+ None,
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+ Dot,
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+ ULCorner,
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+ URCorner,
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+ LLCorner,
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+ LRCorner,
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+ UpperT,
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+ LowerT,
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+ RightT,
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+ LeftT,
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+ Crosshair,
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+ }
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+
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+ enum IntersectionType {
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+ /// <summary>
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+ /// There is no intersection
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+ /// </summary>
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+ None,
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+
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+ /// <summary>
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+ /// A line passes directly over this point traveling along
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+ /// the horizontal axis
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+ /// </summary>
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+ PassOverHorizontal,
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+
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+ /// <summary>
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+ /// A line passes directly over this point traveling along
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+ /// the vertical axis
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+ /// </summary>
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+ PassOverVertical,
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+
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+ /// <summary>
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+ /// A line starts at this point and is traveling up
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+ /// </summary>
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+ StartUp,
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+
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+ /// <summary>
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+ /// A line starts at this point and is traveling right
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+ /// </summary>
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+ StartRight,
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+
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+ /// <summary>
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+ /// A line starts at this point and is traveling down
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+ /// </summary>
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+ StartDown,
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+
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+ /// <summary>
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+ /// A line starts at this point and is traveling left
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+ /// </summary>
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+ StartLeft,
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+
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+ /// <summary>
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+ /// A line exists at this point who has 0 length
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+ /// </summary>
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+ Dot
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+ }
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+
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+ class StraightLine {
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+ public Point Start { get; }
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+ public int Length { get; }
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+ public Orientation Orientation { get; }
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+ public BorderStyle Style { get; }
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+
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+ public StraightLine (Point start, int length, Orientation orientation, BorderStyle style)
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+ {
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+ this.Start = start;
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+ this.Length = length;
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+ this.Orientation = orientation;
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+ this.Style = style;
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+ }
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+
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+ internal IntersectionDefinition Intersects (int x, int y)
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+ {
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+ if (IsDot ()) {
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+ if (StartsAt (x, y)) {
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+ return new IntersectionDefinition (Start, IntersectionType.Dot, this);
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+ } else {
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+ return null;
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+ }
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+ }
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+
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+ switch (Orientation) {
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+ case Orientation.Horizontal: return IntersectsHorizontally (x, y);
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+ case Orientation.Vertical: return IntersectsVertically (x, y);
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+ default: throw new ArgumentOutOfRangeException (nameof (Orientation));
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+ }
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+
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+ }
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+
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+ private IntersectionDefinition IntersectsHorizontally (int x, int y)
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+ {
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+ if (Start.Y != y) {
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+ return null;
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+ } else {
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+ if (StartsAt (x, y)) {
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+
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+ return new IntersectionDefinition (
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+ Start,
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+ Length < 0 ? IntersectionType.StartLeft : IntersectionType.StartRight,
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+ this
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+ );
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+
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+ }
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+
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+ if (EndsAt (x, y)) {
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+
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+ return new IntersectionDefinition (
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+ Start,
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+ Length < 0 ? IntersectionType.StartRight : IntersectionType.StartLeft,
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+ this
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+ );
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+
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+ } else {
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+ var xmin = Math.Min (Start.X, Start.X + Length);
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+ var xmax = Math.Max (Start.X, Start.X + Length);
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+
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+ if (xmin < x && xmax > x) {
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+ return new IntersectionDefinition (
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+ new Point (x, y),
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+ IntersectionType.PassOverHorizontal,
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+ this
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+ );
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+ }
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+ }
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+
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+ return null;
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+ }
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+ }
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+
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+ private IntersectionDefinition IntersectsVertically (int x, int y)
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+ {
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+ if (Start.X != x) {
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+ return null;
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+ } else {
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+ if (StartsAt (x, y)) {
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+
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+ return new IntersectionDefinition (
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+ Start,
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+ Length < 0 ? IntersectionType.StartUp : IntersectionType.StartDown,
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+ this
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+ );
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+
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+ }
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+
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+ if (EndsAt (x, y)) {
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+
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+ return new IntersectionDefinition (
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+ Start,
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+ Length < 0 ? IntersectionType.StartDown : IntersectionType.StartUp,
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+ this
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+ );
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+
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+ } else {
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+ var ymin = Math.Min (Start.Y, Start.Y + Length);
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+ var ymax = Math.Max (Start.Y, Start.Y + Length);
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+
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+ if (ymin < y && ymax > y) {
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+ return new IntersectionDefinition (
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+ new Point (x, y),
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+ IntersectionType.PassOverVertical,
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+ this
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+ );
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+ }
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+ }
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+
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+ return null;
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+ }
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+ }
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+
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+ private bool EndsAt (int x, int y)
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+ {
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+ if (Orientation == Orientation.Horizontal) {
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+ return Start.X + Length == x && Start.Y == y;
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+ }
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+
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+ return Start.X == x && Start.Y + Length == y;
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+ }
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+
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+ private bool StartsAt (int x, int y)
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+ {
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+ return Start.X == x && Start.Y == y;
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+ }
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+
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+ private bool IsDot ()
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+ {
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+ return Length == 0;
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+ }
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+ }
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+ }
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+}
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