FromLTRB() public static method

Creates a new with the specified location and size.

public static FromLTRB ( float left, float top, float right, float bottom ) : RectangleF
left float
top float
right float
bottom float
return RectangleF
Esempio n. 1
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        // Re-calculate the extents of a region
        private static void CalculateExtents(Region reg)
        {
            if (reg.rects.Length == 0)
            {
                reg.extent = RectangleF.Empty;
                return;
            }

            /* Since rectStart is the first rectangle in the region, it must have the
             * smallest top and since rectEnd is the last rectangle in the region,
             * it must have the largest bottom, because of banding.
             */
            RectangleF rectStart = reg.rects[0];
            float      left      = rectStart.Left;
            float      top       = rectStart.Top;
            RectangleF rectEnd   = reg.rects[reg.rects.Length - 1];
            float      right     = rectEnd.Right;
            float      bottom    = rectEnd.Bottom;

            for (int i = 0; i < reg.rects.Length; i++)
            {
                RectangleF rect = reg.rects[i];
                if (rect.Left < left)
                {
                    left = rect.Left;
                }
                if (rect.Right > right)
                {
                    right = rect.Right;
                }
            }
            reg.extent = RectangleF.FromLTRB(left, top, right, bottom);
        }
Esempio n. 2
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        private static void UnionOverlapBandsMerge(Region reg, ref int r, Region regNew, ref int nextRectangle, float top, float bottom)
        {
            bool addNew = false;

            RectangleF rRect = reg.rects[r];

            if (nextRectangle == 0)
            {
                addNew = true;
            }
            else
            {
                RectangleF rect = regNew.rects[nextRectangle - 1];
                if (nextRectangle != 0 && rect.Top == top && rect.Bottom == bottom && rect.Right >= rRect.Left)
                {
                    if (rect.Right < rRect.Right)
                    {
                        regNew.rects[nextRectangle - 1] = RectangleF.FromLTRB(rect.Left, rect.Top, rRect.Right, rect.Bottom);
                    }
                }
                else
                {
                    addNew = true;
                }
            }
            if (addNew)
            {
                AllocateSpace(regNew, nextRectangle);
                regNew.rects[nextRectangle] = RectangleF.FromLTRB(rRect.Left, top, rRect.Right, bottom);
                nextRectangle++;
            }
            r++;
        }
        void Issue119(PaintEventArgs e)
        {
            Text = "Issue 119 Demo";
            const float z = 80;
            var         m = GetType().Assembly;
            var         t = new OpenFontReader().Read
                                (m.GetManifestResourceStream
                                    (Array.Find(m.GetManifestResourceNames(), n => n.EndsWith("otf"))));

            t.UpdateAllCffGlyphBounds();
            var c = t.CalculateScaleToPixelFromPointSize(z);
            var b = new B(t);
            var r = new SampleWinForms.GlyphTranslatorToGdiPath();
            var g = t.GetGlyphByName("radical.v4");
            var o = g.Bounds;
            var k = R.FromLTRB(o.XMin * c, o.YMin * c, o.XMax * c, o.YMax * c);

            b.BuildFromGlyph(g, z);
            b.ReadShapes(r);
            e.Graphics.ScaleTransform(1, -1);
            e.Graphics.TranslateTransform(0, -Height / 2.5f);
            e.Graphics.FillRectangle(Pens.Red.Brush, k.X, k.Y, k.Width, k.Height);
            e.Graphics.DrawRectangle(Pens.Blue, k.X, k.Y, t.GetHAdvanceWidthFromGlyphIndex(g.GlyphIndex) * c, k.Height);
            e.Graphics.FillPath(Pens.Black.Brush, r.ResultGraphicsPath);
            e.Graphics.ResetTransform();
            e.Graphics.DrawString("Blue = GetHAdvanceWidthFromGlyphIndex,\nRed = Glyph.Bounds of radical.v4", Font, Pens.Black.Brush, 0, 0);
        }
Esempio n. 4
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        public RectangleF ToVisualCoord(Rectangle2 area)
        {
            PointF start = ToVisualCoord(area.Start);
            PointF end   = ToVisualCoord(area.End);

            return(RectangleF.FromLTRB(Math.Min(start.X, end.X), Math.Min(start.Y, end.Y), Math.Max(start.X, end.X), Math.Max(start.Y, end.Y)));
        }
Esempio n. 5
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 /// <summary>Returns a <see cref="T:System.Drawing.RectangleF" /> structure that represents the intersection of two rectangles. If there is no intersection, and empty <see cref="T:System.Drawing.RectangleF" /> is returned.</summary>
 /// <param name="a">A rectangle to intersect. </param>
 /// <param name="b">A rectangle to intersect. </param>
 /// <returns>A third <see cref="T:System.Drawing.RectangleF" /> structure the size of which represents the overlapped area of the two specified rectangles.</returns>
 // Token: 0x0600074D RID: 1869 RVA: 0x00010DC4 File Offset: 0x0000EFC4
 public static RectangleF Intersect(RectangleF a, RectangleF b)
 {
     if (!a.IntersectsWithInclusive(b))
     {
         return(RectangleF.Empty);
     }
     return(RectangleF.FromLTRB(Math.Max(a.Left, b.Left), Math.Max(a.Top, b.Top), Math.Min(a.Right, b.Right), Math.Min(a.Bottom, b.Bottom)));
 }
Esempio n. 6
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 /* Deal with non-overlapping band for subtraction. Any parts from
  * region 2 we discard. Anything from region 1 we add to the region.
  */
 private static void SubtractNonOverlapBands(Region regNew, ref int nextRectangle, Region reg, int r, int rEnd, float top, float bottom)
 {
     while (r != rEnd)
     {
         AllocateSpace(regNew, nextRectangle);
         RectangleF rect = reg.rects[r];
         regNew.rects[nextRectangle++] = RectangleF.FromLTRB(rect.Left, top, rect.Right, bottom);
         r++;
     }
 }
Esempio n. 7
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 public RectangleF[] GetRegionScans(Matrix matrix)
 {
     //HACK: this is temporary and will not work on transforms with shear.
     RectangleF[] newRects = new RectangleF[rects.Length];
     for (int i = 0; i < newRects.Length; i++)
     {
         RectangleF r = rects[i];
         float      ox, oy, or, ob;
         matrix.TransformPoint(r.X, r.Y, out ox, out oy);
         matrix.TransformPoint(r.Right, r.Bottom, out or, out ob);
         newRects[i] = RectangleF.FromLTRB(ox, oy, or, ob);
     }
     return(newRects);
 }
Esempio n. 8
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        /* Handle a non-overlapping band for the union operation. Just
         * Adds the rectangles into the region. Doesn't have to check for
         * subsumption or anything.
         * nextRectangle is incremented and the final rectangles overwritten
         * with the rectangles we're passed.
         */
        private static void UnionNonOverlapBands(Region regNew, ref int nextRectangle, Region reg, int rect, int rectEnd, float top, float bottom)
        {
            int nextRect = nextRectangle;

            while (rect != rectEnd)
            {
                AllocateSpace(regNew, nextRectangle);
                RectangleF curRect = reg.rects[rect];
                regNew.rects[nextRect] = RectangleF.FromLTRB(curRect.Left, top, curRect.Right, bottom);
                nextRectangle         += 1;
                nextRect++;
                rect++;
            }
        }
 /// <summary>
 /// Returns the bounds of the given point cloud.
 /// </summary>
 public static RectangleF GetBounds(this PointF[] points)
 {
     if (points.Length > 0)
     {
         var top    = points.Min(p => p.Y);
         var bottom = points.Max(p => p.Y);
         var left   = points.Min(p => p.X);
         var right  = points.Max(p => p.X);
         return(RectangleF.FromLTRB(left, top, right, bottom));
     }
     else
     {
         return(RectangleF.Empty);
     }
 }
Esempio n. 10
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        /// <summary>
        /// Returns the bounds of the given rectangle cloud.
        /// </summary>
        public static RectangleF GetBounds(this IEnumerable <RectangleF> bounds)
        {
            var minTopLeft     = new Vector2(float.MaxValue, float.MaxValue);
            var maxBottomRight = new Vector2(float.MinValue, float.MinValue);

            foreach (var r in bounds)
            {
                minTopLeft     = Vector2.Min(minTopLeft, new Vector2(r.Left, r.Top));
                maxBottomRight = Vector2.Max(maxBottomRight, new Vector2(r.Right, r.Bottom));
            }
            if (minTopLeft.X != float.MaxValue)
            {
                return(RectangleF.FromLTRB(minTopLeft.X, minTopLeft.Y, maxBottomRight.X, maxBottomRight.Y));
            }
            return(RectangleF.Empty);
        }
        void Issue120(PaintEventArgs e)
        {
            Text = "Issue 120 demo";
            const float z = 20;
            var         m = GetType().Assembly;
            var         t = new OpenFontReader().Read
                                (m.GetManifestResourceStream
                                    (Array.Find(m.GetManifestResourceNames(), n => n.EndsWith("otf"))));

            t.UpdateAllCffGlyphBounds();
            var c = t.CalculateScaleToPixelFromPointSize(z);
            var b = new B(t);
            var r = new SampleWinForms.GlyphTranslatorToGdiPath();
            var i = 1;

            e.Graphics.DrawString("Point size = " + z, Font, Brushes.Black, 0, 0);
            e.Graphics.ScaleTransform(1, -1);
            e.Graphics.TranslateTransform(0, -Height / 1.5f);
            var f = (Action <string>)(n =>
            {
                var g = t.GetGlyphByName(n);
                var o = g.Bounds;
                var k = R.FromLTRB(o.XMin * c, o.YMin * c, o.XMax * c, o.YMax * c);
                b.BuildFromGlyph(g, z);
                b.ReadShapes(r);
                e.Graphics.FillPath(Brushes.Black, r.ResultGraphicsPath);
                e.Graphics.DrawRectangle(Pens.Blue, k.X, k.Y, k.Width, k.Height);
                var a = e.Graphics.Save();
                e.Graphics.ResetTransform();
                e.Graphics.DrawString($"{n} - X: {k.X}, Y: {k.Y}, W: {k.Width}, H: {k.Height}", Font, Brushes.Black, 0, Font.Height * i);
                i++;
                e.Graphics.Restore(a);
                e.Graphics.TranslateTransform(k.Right, 0);
            });

            f("radical");
            f("radical.v1");
            f("radical.v2");
            f("radical.v3");
            f("radical.v4");
            f("slash.v6");
            f("slash.v7");
            f("backslash.v6");
            f("backslash.v7");
            f("fraction.v6");
            f("fraction.v7");
        }
Esempio n. 12
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        /// <summary>
        /// Returns the bounds of the given rectangle cloud.
        /// </summary>
        public static RectangleF GetBounds(this IEnumerable <RectangleF> bounds)
        {
            var cachedBounds = bounds.ToArray();

            if (cachedBounds.Length > 0)
            {
                var top    = cachedBounds.Min(b => b.Top);
                var bottom = cachedBounds.Max(b => b.Bottom);
                var left   = cachedBounds.Min(b => b.Left);
                var right  = cachedBounds.Max(b => b.Right);
                return(RectangleF.FromLTRB(left, top, right, bottom));
            }
            else
            {
                return(RectangleF.Empty);
            }
        }
Esempio n. 13
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        /// <summary>
        /// Returns the bounds of the given point cloud.
        /// </summary>
        public static RectangleF GetBounds(this IEnumerable <PointF> points)
        {
            var cachedPoints = points.ToArray();

            if (cachedPoints.Length > 0)
            {
                var top    = cachedPoints.Min(p => p.Y);
                var bottom = cachedPoints.Max(p => p.Y);
                var left   = cachedPoints.Min(p => p.X);
                var right  = cachedPoints.Max(p => p.X);
                return(RectangleF.FromLTRB(left, top, right, bottom));
            }
            else
            {
                return(RectangleF.Empty);
            }
        }
Esempio n. 14
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        /// <summary>
        /// Returns the bounds of the given point cloud.
        /// </summary>
        public static RectangleF GetBounds(this IEnumerable <PointF> points)
        {
            var min = new Vector2(float.MaxValue, float.MaxValue);
            var max = new Vector2(float.MinValue, float.MinValue);

            foreach (var p in points)
            {
                var v = new Vector2(p.X, p.Y);
                min = Vector2.Min(min, v);
                max = Vector2.Max(max, v);
            }
            if (min.X != float.MaxValue)
            {
                return(RectangleF.FromLTRB(min.X, min.Y, max.X, max.Y));
            }
            return(RectangleF.Empty);
        }
Esempio n. 15
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        /* Handle an overlapping band for REGION_Intersect.
         * Rectangles may be added to the region.
         */
        private static void IntersectOverlapBands(Region regNew, ref int nextRectangle, Region reg1, int r1, int r1End, Region reg2, int r2, int r2End, float top, float bottom)
        {
            float left, right;

            while (r1 != r1End && r2 != r2End)
            {
                RectangleF rect1 = reg1.rects[r1];
                RectangleF rect2 = reg2.rects[r2];
                left  = Math_Max(rect1.Left, rect2.Left);
                right = Math_Min(rect1.Right, rect2.Right);

                /*
                 * If there's any overlap between the two rectangles, add that
                 * overlap to the new region.
                 * There's no need to check for subsumption because the only way
                 * such a need could arise is if some region has two rectangles
                 * right next to each other. Since that should never happen...
                 */
                if (left < right)
                {
                    AllocateSpace(regNew, nextRectangle);
                    regNew.rects[nextRectangle++] = RectangleF.FromLTRB(left, top, right, bottom);
                }

                /*
                 * Need to advance the pointers. Shift the one that extends
                 * to the right the least, since the other still has a chance to
                 * overlap with that region's next rectangle, if you see what I mean.
                 */
                if (rect1.Right < rect2.Right)
                {
                    r1++;
                }
                else if (rect2.Right < rect1.Right)
                {
                    r2++;
                }
                else
                {
                    r1++;
                    r2++;
                }
            }
        }
Esempio n. 16
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            protected override void OnPaintSelection(PaintEventArgs e)
            {
                var texture = VisibleTexture;

                // Determine relevant area
                Vector2 start = FromVisualCoord(new PointF());
                Vector2 end   = FromVisualCoord(new PointF() + ClientSize);

                start = Vector2.Min(texture.Image.Size, Vector2.Max(new Vector2(0), start));
                end   = Vector2.Min(texture.Image.Size, Vector2.Max(new Vector2(0), end));
                int bumpTileStartX = (int)Math.Floor(start.X / LevelTexture.BumpMappingGranularity);
                int bumpTileStartY = (int)Math.Floor(start.Y / LevelTexture.BumpMappingGranularity);
                int bumpTileEndX   = (int)Math.Ceiling(end.X / LevelTexture.BumpMappingGranularity);
                int bumpTileEndY   = (int)Math.Ceiling(end.Y / LevelTexture.BumpMappingGranularity);

                // Draw bumpmaps
                using (Font bumpFont = new Font(Font.FontFamily, _bumpStringSize * _bumpProportion * LevelTexture.BumpMappingGranularity * Math.Min(100, ViewScale)))
                    for (int y = bumpTileStartY; y <= bumpTileEndY; ++y)
                    {
                        for (int x = bumpTileStartX; x <= bumpTileEndX; ++x)
                        {
                            if (x < 0 || x >= texture.BumpMappingWidth || y < 0 || y >= texture.BumpMappingHeight)
                            {
                                continue;
                            }

                            BumpMappingLevel bump = texture.GetBumpMapLevel(x, y);

                            Vector2 tileStartTexCoord = new Vector2(x, y) * LevelTexture.BumpMappingGranularity;
                            PointF  tileStart         = ToVisualCoord(tileStartTexCoord);
                            PointF  tileEnd           = ToVisualCoord(tileStartTexCoord + new Vector2(LevelTexture.BumpMappingGranularity));
                            PointF  descStart         = new PointF(tileStart.X, tileStart.Y * _bumpProportion + tileEnd.Y * (1 - _bumpProportion));

                            RectangleF descArea = RectangleF.FromLTRB(descStart.X, descStart.Y, tileEnd.X, tileEnd.Y);
                            e.Graphics.FillRectangle(_bumpBrushes[(int)bump], descArea);
                            if (ViewScale > 6)
                            {
                                e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
                            }
                            e.Graphics.DrawString(bump.ToString(), bumpFont, Brushes.Black, descArea, new StringFormat(StringFormatFlags.NoWrap)
                            {
                                Alignment = StringAlignment.Center, LineAlignment = StringAlignment.Center
                            });

                            RectangleF tileArea = RectangleF.FromLTRB(tileStart.X, tileStart.Y, tileEnd.X, tileEnd.Y);
                            e.Graphics.DrawRectangle(Pens.White, tileArea);
                        }
                    }

                // Fill covered tiles
                Vector2 p0 = SelectedTexture.TexCoord0 / LevelTexture.FootStepSoundGranularity;
                Vector2 p1 = SelectedTexture.TexCoord1 / LevelTexture.FootStepSoundGranularity;
                Vector2 p2 = SelectedTexture.TexCoord2 / LevelTexture.FootStepSoundGranularity;
                Vector2 p3 = SelectedTexture.TexCoord3 / LevelTexture.FootStepSoundGranularity;

                int xMin = (int)Math.Min(Math.Min(Math.Min(p0.X, p1.X), p2.X), p3.X);
                int xMax = (int)Math.Max(Math.Max(Math.Max(p0.X, p1.X), p2.X), p3.X);
                int yMin = (int)Math.Min(Math.Min(Math.Min(p0.Y, p1.Y), p2.Y), p3.Y);
                int yMax = (int)Math.Max(Math.Max(Math.Max(p0.Y, p1.Y), p2.Y), p3.Y);

                PointF     selStart = ToVisualCoord(new Vector2(xMin, yMin) * LevelTexture.FootStepSoundGranularity);
                PointF     selEnd   = ToVisualCoord(new Vector2(xMax, yMax) * LevelTexture.FootStepSoundGranularity);
                RectangleF selArea  = RectangleF.FromLTRB(selStart.X, selStart.Y, selEnd.X, selEnd.Y);

                e.Graphics.FillRectangle(_coverBrush, selArea);
                base.OnPaintSelection(e);
            }
Esempio n. 17
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        /* Attempt to merge the rects in the current band with those in the
         * previous one. Used only by RegionOperation.
         * Results: The new index for the previous band.
         *
         * If coalescing takes place:
         * - rectangles in the previous band will have their bottom fields
         * altered.
         * - nextRectangle will be decreased.
         */
        private static int CoalesceRegion(Region reg, ref int nextRectangle,
                                          int prevStart, /* Index of start of previous band */
                                          int curStart   /* Index of start of current band */
                                          )
        {
            int   curNumRects;                           /* Number of rectangles in current band */
            int   regEnd       = nextRectangle;          /* End of region */
            int   prevRect     = prevStart;              /* Current rect in previous band */
            int   prevNumRects = curStart - prevStart;   /* Number of rectangles in previous band */
            int   curRect      = curStart;               /* Current rect in current band */
            float bandtop      = reg.rects[curRect].Top; /* top coordinate for current band */

            /* Figure out how many rectangles are in the current band. Have to do
             * this because multiple bands could have been added in REGION_RegionOp
             * at the end when one region has been exhausted.
             */
            for (curNumRects = 0; curRect != regEnd && reg.rects[curRect].Top == bandtop; curNumRects++)
            {
                curRect++;
            }

            if (curRect != regEnd)
            {
                /*
                 * If more than one band was added, we have to find the start
                 * of the last band added so the next coalescing job can start
                 * at the right place... (given when multiple bands are added,
                 * this may be pointless -- see above).
                 */
                regEnd--;
                while (reg.rects[regEnd - 1].Top == reg.rects[regEnd].Top)
                {
                    regEnd--;
                }
                curStart = regEnd;
                regEnd   = nextRectangle;
            }

            if (curNumRects == prevNumRects && curNumRects != 0)
            {
                curRect -= curNumRects;

                /*
                 * The bands may only be coalesced if the bottom of the previous
                 * matches the top scanline of the current.
                 */
                if (reg.rects[prevRect].Bottom == reg.rects[curRect].Top)
                {
                    /*
                     * Make sure the bands have rects in the same places. This
                     * assumes that rects have been added in such a way that they
                     * cover the most area possible. I.e. two rects in a band must
                     * have some horizontal space between them.
                     */
                    do
                    {
                        if (reg.rects[prevRect].Left != reg.rects[curRect].Left ||
                            reg.rects[prevRect].Right != reg.rects[curRect].Right)
                        {
                            /*
                             * The bands don't line up so they can't be coalesced.
                             */
                            return(curStart);
                        }
                        prevRect++;
                        curRect++;
                        prevNumRects -= 1;
                    }while (prevNumRects != 0);

                    nextRectangle -= curNumRects;
                    curRect       -= curNumRects;
                    prevRect      -= curNumRects;

                    /*
                     * The bands may be merged, so set the bottom of each rect
                     * in the previous band to that of the corresponding rect in
                     * the current band.
                     */
                    do
                    {
                        RectangleF previousRectangle = reg.rects[prevRect];
                        reg.rects[prevRect] = RectangleF.FromLTRB(previousRectangle.Left, previousRectangle.Top, previousRectangle.Right, reg.rects[curRect].Bottom);
                        prevRect++;
                        curRect++;
                        curNumRects -= 1;
                    }while (curNumRects != 0);

                    /*
                     * If only one band was added to the region, we have to backup
                     * curStart to the start of the previous band.
                     *
                     * If more than one band was added to the region, copy the
                     * other bands down. The assumption here is that the other bands
                     * came from the same region as the current one and no further
                     * coalescing can be done on them since it's all been done
                     * already... curStart is already in the right place.
                     */

                    if (curRect == regEnd)
                    {
                        curStart = prevStart;
                    }
                    else
                    {
                        do
                        {
                            reg.rects[prevRect++] = reg.rects[curRect++];
                        }while (curRect != regEnd);
                    }
                }
            }
            return(curStart);
        }
Esempio n. 18
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 public IEnumerable <RectangleF> GetRegionScans(Matrix dcTransform)
 {
     return(new RectangleF[]
            { RectangleF.FromLTRB(base.Bounds.Left, base.Bounds.Top, base.Bounds.Right, base.Bounds.Bottom) });
 }
Esempio n. 19
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        /* Overlapping band subtraction. x1 is the left-most point not yet checked
         */
        private static void SubtractOverlapBands(Region regNew, ref int nextRectangle, Region reg1, int r1, int r1End, Region reg2, int r2, int r2End, float top, float bottom)
        {
            float      left  = reg1.rects[r1].Left;
            RectangleF rect1 = Rectangle.Empty;
            RectangleF rect2 = Rectangle.Empty;

            if (r1 != r1End)
            {
                rect1 = reg1.rects[r1];
            }
            if (r2 != r2End)
            {
                rect2 = reg2.rects[r2];
            }

            while (r1 != r1End && r2 != r2End)
            {
                if (rect2.Right <= left)
                {
                    // Subtrahend missed the boat: go to next subtrahend.
                    r2++;
                    if (r2 != r2End)
                    {
                        rect2 = reg2.rects[r2];
                    }
                }
                else if (rect2.Left <= left)
                {
                    // Subtrahend preceeds minuend: nuke left edge of minuend.
                    left = rect2.Right;
                    if (left >= rect1.Right)
                    {
                        /* Minuend completely covered: advance to next minuend and
                         * reset left fence to edge of new minuend.
                         */
                        r1++;
                        if (r1 != r1End)
                        {
                            rect1 = reg1.rects[r1];
                            left  = rect1.Left;
                        }
                    }
                    else
                    {
                        /* Subtrahend now used up since it doesn't extend beyond
                         * minuend
                         */
                        r2++;
                        if (r2 != r2End)
                        {
                            rect2 = reg2.rects[r2];
                        }
                    }
                }
                else if (rect2.Left < rect1.Right)
                {
                    /* Left part of subtrahend covers part of minuend: add uncovered
                     * part of minuend to region and skip to next subtrahend.
                     */
                    AllocateSpace(regNew, nextRectangle);
                    regNew.rects[nextRectangle++] = RectangleF.FromLTRB(left, top, rect2.Left, bottom);
                    left = rect2.Right;
                    if (left >= rect1.Right)
                    {
                        // Minuend used up: advance to new...
                        r1++;
                        if (r1 != r1End)
                        {
                            rect1 = reg1.rects[r1];
                            left  = rect1.Left;
                        }
                    }
                    else
                    {
                        // Subtrahend used up
                        r2++;
                        if (r2 != r2End)
                        {
                            rect2 = reg2.rects[r2];
                        }
                    }
                }
                else
                {
                    // Minuend used up: add any remaining piece before advancing.
                    if (rect1.Right > left)
                    {
                        AllocateSpace(regNew, nextRectangle);
                        regNew.rects[nextRectangle++] = RectangleF.FromLTRB(left, top, rect1.Right, bottom);
                    }
                    r1++;
                    if (r1 != r1End)
                    {
                        rect1 = reg1.rects[r1];
                        left  = rect1.Left;
                    }
                }
            }

            // Add remaining minuend rectangles to region.
            while (r1 != r1End)
            {
                AllocateSpace(regNew, nextRectangle);
                regNew.rects[nextRectangle++] = RectangleF.FromLTRB(left, top, rect1.Right, bottom);
                r1++;
                if (r1 != r1End)
                {
                    rect1 = reg1.rects[r1];
                    left  = rect1.Left;
                }
            }
        }
Esempio n. 20
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        protected override void OnPaint(PaintEventArgs e)
        {
            base.OnPaint(e);
            e.Graphics.IntersectClip(new RectangleF(new PointF(), ClientSize - new SizeF(_scrollSizeTotal, _scrollSizeTotal)));

            // Only proceed if texture is actually available
            if (VisibleTexture?.IsAvailable ?? false)
            {
                PointF     drawStart = ToVisualCoord(new Vector2(0.0f, 0.0f));
                PointF     drawEnd   = ToVisualCoord(new Vector2(VisibleTexture.Image.Width, VisibleTexture.Image.Height));
                RectangleF drawArea  = RectangleF.FromLTRB(drawStart.X, drawStart.Y, drawEnd.X, drawEnd.Y);

                // Draw background
                using (var textureBrush = new TextureBrush(Properties.Resources.misc_TransparentBackground))
                    e.Graphics.FillRectangle(textureBrush, drawArea);

                // Switch interpolation based on current view scale
                if (ViewScale >= 1.0)
                {
                    e.Graphics.InterpolationMode = InterpolationMode.NearestNeighbor;
                }
                else
                {
                    e.Graphics.InterpolationMode = InterpolationMode.Bicubic;
                }

                // Draw image
                VisibleTexture.Image.GetTempSystemDrawingBitmap(tempBitmap =>
                {
                    // System.Drawing being silly, it draws the first row of pixels only half, so everything would be shifted
                    // To work around it, we have to do some silly coodinate changes :/
                    e.Graphics.DrawImage(tempBitmap,
                                         new RectangleF(drawArea.X, drawArea.Y, drawArea.Width + 0.5f * ViewScale, drawArea.Height + 0.5f * ViewScale),
                                         new RectangleF(-0.5f, -0.5f, tempBitmap.Width + 0.5f, tempBitmap.Height + 0.5f),
                                         GraphicsUnit.Pixel);
                });

                OnPaintSelection(e);
            }
            else
            {
                string notifyMessage;

                if (string.IsNullOrEmpty(VisibleTexture?.Path))
                {
                    notifyMessage = "Click here to load new texture file.";
                }
                else
                {
                    string fileName = PathC.GetFileNameWithoutExtensionTry(VisibleTexture?.Path) ?? "";
                    if (PathC.IsFileNotFoundException(VisibleTexture?.LoadException))
                    {
                        notifyMessage = "Texture file '" + fileName + "' was not found!\n";
                    }
                    else
                    {
                        notifyMessage = "Unable to load texture from file '" + fileName + "'.\n";
                    }
                    notifyMessage += "Click here to choose a replacement.\n\n";
                    notifyMessage += "Path: " + (_editor.Level.Settings.MakeAbsolute(VisibleTexture?.Path) ?? "");
                }

                RectangleF textArea = ClientRectangle;
                textArea.Size -= new SizeF(_scrollSizeTotal, _scrollSizeTotal);

                using (var b = new SolidBrush(Colors.DisabledText))
                    e.Graphics.DrawString(notifyMessage, Font, b, textArea,
                                          new StringFormat {
                        Alignment = StringAlignment.Center, LineAlignment = StringAlignment.Center
                    });
            }

            // Draw borders
            using (Pen pen = new Pen(Colors.GreySelection, 1.0f))
                e.Graphics.DrawRectangle(pen, new RectangleF(0, 0, ClientSize.Width - _scrollSizeTotal - 1, ClientSize.Height - _scrollSizeTotal - 1));
        }
Esempio n. 21
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            protected override void OnPaintSelection(PaintEventArgs e)
            {
                var texture = VisibleTexture;

                // Determine relevant area
                Vector2 start = FromVisualCoord(new PointF());
                Vector2 end   = FromVisualCoord(new PointF() + ClientSize);

                start = Vector2.Min(texture.Image.Size, Vector2.Max(new Vector2(0), start));
                end   = Vector2.Min(texture.Image.Size, Vector2.Max(new Vector2(0), end));
                int soundTileStartX = (int)Math.Floor(start.X / LevelTexture.FootStepSoundGranularity);
                int soundTileStartY = (int)Math.Floor(start.Y / LevelTexture.FootStepSoundGranularity);
                int soundTileEndX   = (int)Math.Ceiling(end.X / LevelTexture.FootStepSoundGranularity);
                int soundTileEndY   = (int)Math.Ceiling(end.Y / LevelTexture.FootStepSoundGranularity);

                // Draw texture sounds
                using (Font textureSoundFont = new Font(Font.FontFamily, _textureSoundStringSize * _textureSoundProportion * LevelTexture.FootStepSoundGranularity * Math.Min(100, ViewScale)))
                    for (int y = soundTileStartY; y <= soundTileEndY; ++y)
                    {
                        for (int x = soundTileStartX; x <= soundTileEndX; ++x)
                        {
                            if (x < 0 || x >= texture.FootStepSoundWidth || y < 0 || y >= texture.FootStepSoundHeight)
                            {
                                continue;
                            }

                            TextureFootStepSound sound = texture.GetFootStepSound(x, y);
                            Brush soundBrush           = _textureSoundBrushes[(int)sound];

                            Vector2 tileStartTexCoord = new Vector2(x, y) * LevelTexture.FootStepSoundGranularity;
                            PointF  tileStart         = ToVisualCoord(tileStartTexCoord);
                            PointF  tileEnd           = ToVisualCoord(tileStartTexCoord + new Vector2(LevelTexture.FootStepSoundGranularity));
                            PointF  descStart         = new PointF(tileStart.X, tileStart.Y * _textureSoundProportion + tileEnd.Y * (1 - _textureSoundProportion));

                            RectangleF descArea = RectangleF.FromLTRB(descStart.X, descStart.Y, tileEnd.X, tileEnd.Y);
                            e.Graphics.FillRectangle(soundBrush, descArea);
                            if (ViewScale > 6)
                            {
                                e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
                            }
                            e.Graphics.DrawString(sound.ToString(), textureSoundFont, Brushes.Black, descArea, _textureSoundStringFormat);

                            RectangleF tileArea = RectangleF.FromLTRB(tileStart.X, tileStart.Y, tileEnd.X, tileEnd.Y);
                            e.Graphics.DrawRectangle(Pens.White, tileArea);
                        }
                    }

                // Fill covered tiles
                Vector2 p0 = SelectedTexture.TexCoord0 / LevelTexture.FootStepSoundGranularity;
                Vector2 p1 = SelectedTexture.TexCoord1 / LevelTexture.FootStepSoundGranularity;
                Vector2 p2 = SelectedTexture.TexCoord2 / LevelTexture.FootStepSoundGranularity;
                Vector2 p3 = SelectedTexture.TexCoord3 / LevelTexture.FootStepSoundGranularity;

                int xMin = (int)Math.Min(Math.Min(Math.Min(p0.X, p1.X), p2.X), p3.X);
                int xMax = (int)Math.Max(Math.Max(Math.Max(p0.X, p1.X), p2.X), p3.X);
                int yMin = (int)Math.Min(Math.Min(Math.Min(p0.Y, p1.Y), p2.Y), p3.Y);
                int yMax = (int)Math.Max(Math.Max(Math.Max(p0.Y, p1.Y), p2.Y), p3.Y);

                PointF     selStart = ToVisualCoord(new Vector2(xMin, yMin) * LevelTexture.FootStepSoundGranularity);
                PointF     selEnd   = ToVisualCoord(new Vector2(xMax, yMax) * LevelTexture.FootStepSoundGranularity);
                RectangleF selArea  = RectangleF.FromLTRB(selStart.X, selStart.Y, selEnd.X, selEnd.Y);

                e.Graphics.FillRectangle(_coverBrush, selArea);

                // TODO: disabled for now

                /*ConservativeRasterizer.RasterizeQuadUniquely(
                 *  SelectedTexture.TexCoord0 / LevelTexture.FootStepSoundGranularity,
                 *  SelectedTexture.TexCoord1 / LevelTexture.FootStepSoundGranularity,
                 *  SelectedTexture.TexCoord2 / LevelTexture.FootStepSoundGranularity,
                 *  SelectedTexture.TexCoord3 / LevelTexture.FootStepSoundGranularity,
                 *  (startX, startY, endX, endY) =>
                 *  {
                 *      PointF tileStart = ToVisualCoord(new Vector2(startX, startY) * LevelTexture.FootStepSoundGranularity);
                 *      PointF tileEnd = ToVisualCoord(new Vector2(endX, endY) * LevelTexture.FootStepSoundGranularity);
                 *      RectangleF tileArea = RectangleF.FromLTRB(tileStart.X, tileStart.Y, tileEnd.X, tileEnd.Y);
                 *      e.Graphics.FillRectangle(_coverBrush, tileArea);
                 *  });*/

                base.OnPaintSelection(e);
            }
        void Issue118(PaintEventArgs e)
        {
            Text = "Issue 118 Demo";
            const string s = "0123456789";
            const float  z = 80;
            const bool   f = true;
            var          m = GetType().Assembly;
            var          t = new OpenFontReader().Read
                                 (m.GetManifestResourceStream
                                     (Array.Find(m.GetManifestResourceNames(), n => n.EndsWith("otf"))));

            t.UpdateAllCffGlyphBounds();
            var c = t.CalculateScaleToPixelFromPointSize(z);
            var l = new GlyphLayout {
                Typeface = t
            };
            var q = new GlyphLayout {
                Typeface = t
            };

            l.Layout(s.ToCharArray(), 0, s.Length);
            var        p = l.ResultUnscaledGlyphPositions;
            var        b = new B(t);
            var        r = new SampleWinForms.GlyphTranslatorToGdiPath();
            var        h = Pens.Black.Brush;
            var        u = Pens.Blue;
            var        v = Pens.Red;
            const bool _ = true;
            var        j = true;

            using (var g = e.Graphics)
            {
                if (f)
                {
                    g.ScaleTransform(1, -1);
                    g.TranslateTransform(0, -Height / 2);
                }
                for (var i = 0; i < s.Length; i++, j ^= true)
                {
                    var o = q.LayoutAndMeasureString(new[] { s[i] }, 0, 1, z);
                    var n = p.GetGlyph(i, out var x, out var y, out var w);
                    var a = g.Save();
                    var d = t.GetGlyphByIndex(n).Bounds;
                    var k = R.FromLTRB(d.XMin * c, d.YMin * c, d.XMax * c, d.YMax * c);
                    g.TranslateTransform(x * c, y * c);
                    b.Build(s[i], z);
                    b.ReadShapes(r);
                    r.ResultGraphicsPath.CloseFigure();
                    g.FillPath(h, r.ResultGraphicsPath);
                    if (_ || j)
                    {
                        g.DrawRectangle(u, 0, 0, o.width, o.ascending - o.descending);
                    }
                    if (_ || !j)
                    {
                        g.DrawRectangle(v, k.X, k.Y, k.Width, k.Height);
                    }
                    g.Restore(a);
                    g.TranslateTransform(w * c, 0);
                }

                g.ResetTransform();
                g.DrawString("Blue = LayoutAndMeasureString, Red = Glyph.Bounds", Font, h, 0, 0);
            }
        }
Esempio n. 23
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 /// <summary>Creates the smallest possible third rectangle that can contain both of two rectangles that form a union.</summary>
 /// <param name="a">A rectangle to union. </param>
 /// <param name="b">A rectangle to union. </param>
 /// <returns>A third <see cref="T:System.Drawing.RectangleF" /> structure that contains both of the two rectangles that form the union.</returns>
 // Token: 0x0600074F RID: 1871 RVA: 0x00010E48 File Offset: 0x0000F048
 public static RectangleF Union(RectangleF a, RectangleF b)
 {
     return(RectangleF.FromLTRB(Math.Min(a.Left, b.Left), Math.Min(a.Top, b.Top), Math.Max(a.Right, b.Right), Math.Max(a.Bottom, b.Bottom)));
 }