Files
MonoGame.Extended/Source/MonoGame.Extended/Range.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

84 lines
2.6 KiB
C#

using System;
namespace MonoGame.Extended
{
/// <summary>
/// Represents a closed interval defined by a minimum and a maximum value of a give type.
/// </summary>
public struct Range<T> : IEquatable<Range<T>> where T : IComparable<T>
{
public Range(T min, T max)
{
if (min.CompareTo(max) > 0 || max.CompareTo(min) < 0)
throw new ArgumentException("Min has to be smaller than or equal to max.");
Min = min;
Max = max;
}
public Range(T value)
: this(value, value)
{
}
/// <summary>
/// Gets the minium value of the <see cref="Range{T}" />.
/// </summary>
public T Min { get; }
/// <summary>
/// Gets the maximum value of the <see cref="Range{T}" />.
/// </summary>
public T Max { get; }
/// <summary>
/// Returns wheter or not this <see cref="Range{T}" /> is degenerate.
/// (Min and Max are the same)
/// </summary>
public bool IsDegenerate => Min.Equals(Max);
/// <summary>
/// Returns wheter or not this <see cref="Range{T}" /> is proper.
/// (Min and Max are not the same)
/// </summary>
public bool IsProper => !Min.Equals(Max);
public bool Equals(Range<T> value) => Min.Equals(value.Min) && Max.Equals(value.Max);
public override bool Equals(object obj) => obj is Range<T> && Equals((Range<T>) obj);
public override int GetHashCode() => Min.GetHashCode() ^ Max.GetHashCode();
public static bool operator ==(Range<T> value1, Range<T> value2) => value1.Equals(value2);
public static bool operator !=(Range<T> value1, Range<T> value2) => !value1.Equals(value2);
public static implicit operator Range<T>(T value) => new Range<T>(value, value);
public override string ToString() => $"Range<{typeof(T).Name}> [{Min} {Max}]";
/// <summary>
/// Returns wheter or not the value falls in this <see cref="Range{T}" />.
/// </summary>
public bool IsInBetween(T value, bool minValueExclusive = false, bool maxValueExclusive = false)
{
if (minValueExclusive)
{
if (value.CompareTo(Min) <= 0)
return false;
}
if (value.CompareTo(Min) < 0)
return false;
if (maxValueExclusive)
{
if (value.CompareTo(Max) >= 0)
return false;
}
return value.CompareTo(Max) <= 0;
}
}
}