mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-26 00:45:20 +00:00
* 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
84 lines
2.6 KiB
C#
84 lines
2.6 KiB
C#
using System;
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namespace MonoGame.Extended
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{
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/// <summary>
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/// Represents a closed interval defined by a minimum and a maximum value of a give type.
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/// </summary>
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public struct Range<T> : IEquatable<Range<T>> where T : IComparable<T>
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{
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public Range(T min, T max)
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{
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if (min.CompareTo(max) > 0 || max.CompareTo(min) < 0)
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throw new ArgumentException("Min has to be smaller than or equal to max.");
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Min = min;
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Max = max;
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}
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public Range(T value)
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: this(value, value)
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{
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}
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/// <summary>
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/// Gets the minium value of the <see cref="Range{T}" />.
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/// </summary>
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public T Min { get; }
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/// <summary>
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/// Gets the maximum value of the <see cref="Range{T}" />.
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/// </summary>
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public T Max { get; }
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/// <summary>
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/// Returns wheter or not this <see cref="Range{T}" /> is degenerate.
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/// (Min and Max are the same)
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/// </summary>
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public bool IsDegenerate => Min.Equals(Max);
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/// <summary>
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/// Returns wheter or not this <see cref="Range{T}" /> is proper.
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/// (Min and Max are not the same)
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/// </summary>
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public bool IsProper => !Min.Equals(Max);
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public bool Equals(Range<T> value) => Min.Equals(value.Min) && Max.Equals(value.Max);
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public override bool Equals(object obj) => obj is Range<T> && Equals((Range<T>) obj);
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public override int GetHashCode() => Min.GetHashCode() ^ Max.GetHashCode();
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public static bool operator ==(Range<T> value1, Range<T> value2) => value1.Equals(value2);
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public static bool operator !=(Range<T> value1, Range<T> value2) => !value1.Equals(value2);
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public static implicit operator Range<T>(T value) => new Range<T>(value, value);
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public override string ToString() => $"Range<{typeof(T).Name}> [{Min} {Max}]";
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/// <summary>
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/// Returns wheter or not the value falls in this <see cref="Range{T}" />.
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/// </summary>
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public bool IsInBetween(T value, bool minValueExclusive = false, bool maxValueExclusive = false)
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{
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if (minValueExclusive)
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{
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if (value.CompareTo(Min) <= 0)
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return false;
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}
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if (value.CompareTo(Min) < 0)
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return false;
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if (maxValueExclusive)
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{
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if (value.CompareTo(Max) >= 0)
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return false;
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}
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return value.CompareTo(Max) <= 0;
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}
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}
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} |