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Rectangle.ts
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import {Point} from "../geom/Point";
/**
* A Rectangle object is an area defined by its position, as indicated by its
* top-left corner point(<i>x</i>, <i>y</i>) and by its width and its height.
*
*
* <p>The <code>x</code>, <code>y</code>, <code>width</code>, and
* <code>height</code> properties of the Rectangle export class are independent of
* each other; changing the value of one property has no effect on the others.
* However, the <code>right</code> and <code>bottom</code> properties are
* integrally related to those four properties. For example, if you change the
* value of the <code>right</code> property, the value of the
* <code>width</code> property changes; if you change the <code>bottom</code>
* property, the value of the <code>height</code> property changes. </p>
*
* <p>The following methods and properties use Rectangle objects:</p>
*
* <ul>
* <li>The <code>applyFilter()</code>, <code>colorTransform()</code>,
* <code>copyChannel()</code>, <code>copyPixels()</code>, <code>draw()</code>,
* <code>fillRect()</code>, <code>generateFilterRect()</code>,
* <code>getColorBoundsRect()</code>, <code>getPixels()</code>,
* <code>merge()</code>, <code>paletteMap()</code>,
* <code>pixelDisolve()</code>, <code>setPixels()</code>, and
* <code>threshold()</code> methods, and the <code>rect</code> property of the
* BitmapData class</li>
* <li>The <code>getBounds()</code> and <code>getRect()</code> methods, and
* the <code>scrollRect</code> and <code>scale9Grid</code> properties of the
* DisplayObject class</li>
* <li>The <code>getCharBoundaries()</code> method of the TextField
* class</li>
* <li>The <code>pixelBounds</code> property of the Transform class</li>
* <li>The <code>bounds</code> parameter for the <code>startDrag()</code>
* method of the Sprite class</li>
* <li>The <code>printArea</code> parameter of the <code>addPage()</code>
* method of the PrintJob class</li>
* </ul>
*
* <p>You can use the <code>new Rectangle()</code> constructor to create a
* Rectangle object.</p>
*
* <p><b>Note:</b> The Rectangle export class does not define a rectangular Shape
* display object. To draw a rectangular Shape object onscreen, use the
* <code>drawRect()</code> method of the Graphics class.</p>
*/
export class Rectangle
{
public _rawData:Float32Array = new Float32Array(4);
//for AVM1:
// for AVM1:
public axCallPublicProperty(value1:any, value2:any):any{
return null;
}
public axGetPublicProperty(value:any):any{
return null;
}
public axSetPublicProperty(value:any):any{
return null;
}
private _size:Point;
private _bottomRight:Point;
private _topLeft:Point;
/**
* The height of the rectangle, in pixels. Changing the <code>height</code>
* value of a Rectangle object has no effect on the <code>x</code>,
* <code>y</code>, and <code>width</code> properties.
*/
public get height():number
{
return this._rawData[3];
}
public set height(value:number)
{
this._rawData[3] = value;
}
/**
* The width of the rectangle, in pixels. Changing the <code>width</code>
* value of a Rectangle object has no effect on the <code>x</code>,
* <code>y</code>, and <code>height</code> properties.
*/
public get width():number
{
return this._rawData[2];
}
public set width(value:number)
{
this._rawData[2] = value;
}
/**
* The <i>x</i> coordinate of the top-left corner of the rectangle. Changing
* the value of the <code>x</code> property of a Rectangle object has no
* effect on the <code>y</code>, <code>width</code>, and <code>height</code>
* properties.
*
* <p>The value of the <code>x</code> property is equal to the value of the
* <code>left</code> property.</p>
*/
public get x():number
{
return this._rawData[0];
}
public set x(value:number)
{
this._rawData[0] = value;
}
/**
* The <i>y</i> coordinate of the top-left corner of the rectangle. Changing
* the value of the <code>y</code> property of a Rectangle object has no
* effect on the <code>x</code>, <code>width</code>, and <code>height</code>
* properties.
*
* <p>The value of the <code>y</code> property is equal to the value of the
* <code>top</code> property.</p>
*/
public get y():number
{
return this._rawData[1];
}
public set y(value:number)
{
this._rawData[1] = value;
}
/**
* The sum of the <code>y</code> and <code>height</code> properties.
*/
public get bottom():number
{
return this._rawData[1] + this._rawData[3];
}
public set bottom(val:number)
{
this._rawData[3] = val - this._rawData[1];
}
/**
* The location of the Rectangle object's bottom-right corner, determined by
* the values of the <code>right</code> and <code>bottom</code> properties.
*/
public get bottomRight():Point
{
if (this._bottomRight == null)
this._bottomRight = new Point();
this._bottomRight._rawData[0] = this._rawData[0] + this._rawData[2];
this._bottomRight._rawData[1] = this._rawData[1] + this._rawData[3];
return this._bottomRight;
}
/**
* The <i>x</i> coordinate of the top-left corner of the rectangle. Changing
* the <code>left</code> property of a Rectangle object has no effect on the
* <code>y</code> and <code>height</code> properties. However it does affect
* the <code>width</code> property, whereas changing the <code>x</code> value
* does <i>not</i> affect the <code>width</code> property.
*
* <p>The value of the <code>left</code> property is equal to the value of
* the <code>x</code> property.</p>
*/
public get left():number
{
return this._rawData[0];
}
public set left(val:number)
{
this._rawData[2] += this._rawData[0] - val;
this._rawData[0] = val;
}
/**
* The sum of the <code>x</code> and <code>width</code> properties.
*/
public get right():number
{
return this._rawData[0] + this._rawData[2];
}
public set right(val:number)
{
this._rawData[2] = val - this._rawData[0];
}
/**
* The size of the Rectangle object, expressed as a Point object with the
* values of the <code>width</code> and <code>height</code> properties.
*/
public get size():Point
{
if (this._size == null)
this._size = new Point();
this._size._rawData[0] = this._rawData[2];
this._size._rawData[1] = this._rawData[3];
return this._size;
}
/**
* The <i>y</i> coordinate of the top-left corner of the rectangle. Changing
* the <code>top</code> property of a Rectangle object has no effect on the
* <code>x</code> and <code>width</code> properties. However it does affect
* the <code>height</code> property, whereas changing the <code>y</code>
* value does <i>not</i> affect the <code>height</code> property.
*
* <p>The value of the <code>top</code> property is equal to the value of the
* <code>y</code> property.</p>
*/
public get top():number
{
return this._rawData[1];
}
public set top(val:number)
{
this._rawData[3] += (this._rawData[1] - val);
this._rawData[1] = val;
}
/**
* The location of the Rectangle object's top-left corner, determined by the
* <i>x</i> and <i>y</i> coordinates of the point.
*/
public get topLeft():Point
{
if (this._topLeft == null)
this._topLeft = new Point();
this._topLeft._rawData[0] = this._rawData[0];
this._topLeft._rawData[1] = this._rawData[1];
return this._topLeft;
}
/**
* Creates a new Rectangle object with the top-left corner specified by the
* <code>x</code> and <code>y</code> parameters and with the specified
* <code>width</code> and <code>height</code> parameters. If you call this
* public without parameters, a rectangle with <code>x</code>,
* <code>y</code>, <code>width</code>, and <code>height</code> properties set
* to 0 is created.
*
* @param x The <i>x</i> coordinate of the top-left corner of the
* rectangle.
* @param y The <i>y</i> coordinate of the top-left corner of the
* rectangle.
* @param width The width of the rectangle, in pixels.
* @param height The height of the rectangle, in pixels.
*/
constructor(x:number = 0, y:number = 0, width:number = 0, height:number = 0)
{
var raw:Float32Array = this._rawData;
raw[0] = x;
raw[1] = y;
raw[2] = width;
raw[3] = height;
}
/**
* Returns a new Rectangle object with the same values for the
* <code>x</code>, <code>y</code>, <code>width</code>, and
* <code>height</code> properties as the original Rectangle object.
*
* @return A new Rectangle object with the same values for the
* <code>x</code>, <code>y</code>, <code>width</code>, and
* <code>height</code> properties as the original Rectangle object.
*/
public clone():Rectangle
{
var raw:Float32Array = this._rawData;
return new Rectangle(raw[0], raw[1], raw[2], raw[3]);
}
/**
* Determines whether the specified point is contained within the rectangular
* region defined by this Rectangle object.
*
* @param x The <i>x</i> coordinate(horizontal position) of the point.
* @param y The <i>y</i> coordinate(vertical position) of the point.
* @return A value of <code>true</code> if the Rectangle object contains the
* specified point; otherwise <code>false</code>.
*/
public contains(x:number, y:number):boolean
{
var raw:Float32Array = this._rawData;
return (raw[0] <= x && raw[0] + raw[2] >= x && raw[1] <= y && raw[1] + raw[3] >= y);
}
/**
* Determines whether the specified point is contained within the rectangular
* region defined by this Rectangle object. This method is similar to the
* <code>Rectangle.contains()</code> method, except that it takes a Point
* object as a parameter.
*
* @param point The point, as represented by its <i>x</i> and <i>y</i>
* coordinates.
* @return A value of <code>true</code> if the Rectangle object contains the
* specified point; otherwise <code>false</code>.
*/
public containsPoint(point:Point):boolean
{
var raw:Float32Array = this._rawData;
var rawPoint:Float32Array = point._rawData;
return (raw[0] <= rawPoint[0] && raw[0] + raw[2] >= rawPoint[0] && raw[1] <= rawPoint[1] && raw[1] + raw[3] >= rawPoint[1]);
}
/**
* Determines whether the Rectangle object specified by the <code>rect</code>
* parameter is contained within this Rectangle object. A Rectangle object is
* said to contain another if the second Rectangle object falls entirely
* within the boundaries of the first.
*
* @param rect The Rectangle object being checked.
* @return A value of <code>true</code> if the Rectangle object that you
* specify is contained by this Rectangle object; otherwise
* <code>false</code>.
*/
public containsRect(rect:Rectangle):boolean
{
var raw:Float32Array = this._rawData;
var rawRect:Float32Array = rect._rawData;
return (raw[0] <= rawRect[0] && raw[0] + raw[2] >= rawRect[0] + rawRect[2] && raw[1] <= rawRect[1] && raw[1] + raw[3] >= rawRect[1] + rawRect[3])
}
/**
* Copies all of rectangle data from the source Rectangle object into the
* calling Rectangle object.
*
* @param sourceRect The Rectangle object from which to copy the data.
*/
public copyFrom(sourceRect:Rectangle):void
{
var raw:Float32Array = this._rawData;
var rawSource:Float32Array = sourceRect._rawData;
raw[0] = rawSource[0];
raw[1] = rawSource[1];
raw[2] = rawSource[2];
raw[3] = rawSource[3];
}
/**
* Determines whether the object specified in the <code>toCompare</code>
* parameter is equal to this Rectangle object. This method compares the
* <code>x</code>, <code>y</code>, <code>width</code>, and
* <code>height</code> properties of an object against the same properties of
* this Rectangle object.
*
* @param toCompare The rectangle to compare to this Rectangle object.
* @return A value of <code>true</code> if the object has exactly the same
* values for the <code>x</code>, <code>y</code>, <code>width</code>,
* and <code>height</code> properties as this Rectangle object;
* otherwise <code>false</code>.
*/
public equals(toCompare:Rectangle):boolean
{
var raw:Float32Array = this._rawData;
var rawCompare:Float32Array = toCompare._rawData;
return (raw[0] == rawCompare[0] && raw[1] == rawCompare[1] && raw[2] == rawCompare[2] && raw[3] == rawCompare[3])
}
/**
* Increases the size of the Rectangle object by the specified amounts, in
* pixels. The center point of the Rectangle object stays the same, and its
* size increases to the left and right by the <code>dx</code> value, and to
* the top and the bottom by the <code>dy</code> value.
*
* @param dx The value to be added to the left and the right of the Rectangle
* object. The following equation is used to calculate the new
* width and position of the rectangle:
* @param dy The value to be added to the top and the bottom of the
* Rectangle. The following equation is used to calculate the new
* height and position of the rectangle:
*/
public inflate(dx:number, dy:number):void
{
var raw:Float32Array = this._rawData;
raw[0] -= dx/2;
raw[1] -= dy/2;
raw[2] += dx/2;
raw[3] += dy/2;
}
/**
* Increases the size of the Rectangle object. This method is similar to the
* <code>Rectangle.inflate()</code> method except it takes a Point object as
* a parameter.
*
* <p>The following two code examples give the same result:</p>
*
* @param point The <code>x</code> property of this Point object is used to
* increase the horizontal dimension of the Rectangle object.
* The <code>y</code> property is used to increase the vertical
* dimension of the Rectangle object.
*/
public inflatePoint(point:Point):void
{
var raw:Float32Array = this._rawData;
raw[0] -= point.x/2;
raw[1] -= point.y/2;
raw[2] += point.x/2;
raw[3] += point.y/2;
}
/**
* If the Rectangle object specified in the <code>toIntersect</code>
* parameter intersects with this Rectangle object, returns the area of
* intersection as a Rectangle object. If the rectangles do not intersect,
* this method returns an empty Rectangle object with its properties set to
* 0.
*
* @param toIntersect The Rectangle object to compare against to see if it
* intersects with this Rectangle object.
* @return A Rectangle object that equals the area of intersection. If the
* rectangles do not intersect, this method returns an empty
* Rectangle object; that is, a rectangle with its <code>x</code>,
* <code>y</code>, <code>width</code>, and <code>height</code>
* properties set to 0.
*/
public intersection(toIntersect:Rectangle):Rectangle
{
var raw:Float32Array = this._rawData;
var rawIntersect:Float32Array = toIntersect._rawData;
if (this.intersects(toIntersect)) {
var result:Rectangle = new Rectangle();
var rawResult:Float32Array = result._rawData;
if (raw[0] > rawIntersect[0]) {
rawResult[0] = raw[0];
rawResult[2] = rawIntersect[0] - raw[0] + rawIntersect[2];
if (rawResult[2] > raw[2])
rawResult[2] = raw[2];
} else {
rawResult[0] = rawIntersect[0];
rawResult[2] = raw[0] - rawIntersect[0] + raw[2];
if (rawResult[2] > rawIntersect[2])
rawResult[2] = rawIntersect[2];
}
if (raw[1] > rawIntersect[1]) {
rawResult[1] = raw[1];
rawResult[3] = rawIntersect[1] - raw[1] + rawIntersect[3];
if (rawResult[3] > raw[3])
rawResult[3] = raw[3];
} else {
rawResult[1] = rawIntersect[1];
rawResult[3] = raw[1] - rawIntersect[1] + raw[3];
if (rawResult[3] > rawIntersect[3])
rawResult[3] = rawIntersect[3];
}
return result;
}
return new Rectangle();
}
/**
* Determines whether the object specified in the <code>toIntersect</code>
* parameter intersects with this Rectangle object. This method checks the
* <code>x</code>, <code>y</code>, <code>width</code>, and
* <code>height</code> properties of the specified Rectangle object to see if
* it intersects with this Rectangle object.
*
* @param toIntersect The Rectangle object to compare against this Rectangle
* object.
* @return A value of <code>true</code> if the specified object intersects
* with this Rectangle object; otherwise <code>false</code>.
*/
public intersects(toIntersect:Rectangle):boolean
{
var raw:Float32Array = this._rawData;
var rawIntersect:Float32Array = toIntersect._rawData;
return (raw[0] + raw[2] > rawIntersect[0] && raw[0] < rawIntersect[0] + rawIntersect[2] && raw[1] + raw[3] > rawIntersect[1] && raw[1] < rawIntersect[1] + rawIntersect[3]);
}
/**
* Determines whether or not this Rectangle object is empty.
*
* @return A value of <code>true</code> if the Rectangle object's width or
* height is less than or equal to 0; otherwise <code>false</code>.
*/
public isEmpty():boolean
{
var raw:Float32Array = this._rawData;
return (raw[0] == 0 && raw[1] == 0 && raw[2] == 0 && raw[3] == 0);
}
/**
* Adjusts the location of the Rectangle object, as determined by its
* top-left corner, by the specified amounts.
*
* @param dx Moves the <i>x</i> value of the Rectangle object by this amount.
* @param dy Moves the <i>y</i> value of the Rectangle object by this amount.
*/
public offset(dx:number, dy:number):void
{
this._rawData[0] += dx;
this._rawData[1] += dy;
}
/**
* Adjusts the location of the Rectangle object using a Point object as a
* parameter. This method is similar to the <code>Rectangle.offset()</code>
* method, except that it takes a Point object as a parameter.
*
* @param point A Point object to use to offset this Rectangle object.
*/
public offsetPoint(point:Point):void
{
this._rawData[0] += point.x;
this._rawData[1] += point.y;
}
/**
* Sets all of the Rectangle object's properties to 0. A Rectangle object is
* empty if its width or height is less than or equal to 0.
*
* <p> This method sets the values of the <code>x</code>, <code>y</code>,
* <code>width</code>, and <code>height</code> properties to 0.</p>
*
*/
public setEmpty():void
{
var raw:Float32Array = this._rawData;
raw[0] = 0;
raw[1] = 0;
raw[2] = 0;
raw[3] = 0;
}
/**
* Sets the members of Rectangle to the specified values
*
* @param xa The <i>x</i> coordinate of the top-left corner of the
* rectangle.
* @param ya The <i>y</i> coordinate of the top-left corner of the
* rectangle.
* @param widtha The width of the rectangle, in pixels.
* @param heighta The height of the rectangle, in pixels.
*/
public setTo(xa:number, ya:number, widtha:number, heighta:number):void
{
var raw:Float32Array = this._rawData;
raw[0] = xa;
raw[1] = ya;
raw[2] = widtha;
raw[3] = heighta;
}
/**
* Builds and returns a string that lists the horizontal and vertical
* positions and the width and height of the Rectangle object.
*
* @return A string listing the value of each of the following properties of
* the Rectangle object: <code>x</code>, <code>y</code>,
* <code>width</code>, and <code>height</code>.
*/
public toString():string
{
return "[Rectangle] (x=" + this.x + ", y=" + this.y + ", width=" + this.width + ", height=" + this.height + ")";
}
/**
* Adds two rectangles together to create a new Rectangle object, by filling
* in the horizontal and vertical space between the two rectangles.
*
* <p><b>Note:</b> The <code>union()</code> method ignores rectangles with
* <code>0</code> as the height or width value, such as: <code>var
* rect2:Rectangle = new Rectangle(300,300,50,0);</code></p>
*
* @param toUnion A Rectangle object to add to this Rectangle object.
* @return A new Rectangle object that is the union of the two rectangles.
*/
public union(toUnion:Rectangle):Rectangle
{
var raw:Float32Array = this._rawData;
var rawUnion:Float32Array = toUnion._rawData;
var target:Rectangle = new Rectangle();
var rawTarget:Float32Array = target._rawData;
if (raw[0] < rawUnion[0]) {
rawTarget[0] = raw[0];
rawTarget[2] = rawUnion[0] - raw[0] + rawUnion[2];
if (rawTarget[2] < raw[2])
rawTarget[2] = raw[2];
} else {
rawTarget[0] = rawUnion[0];
rawTarget[2] = raw[0] - rawUnion[0] + raw[2];
if (rawTarget[2] < rawUnion[2])
rawTarget[2] = rawUnion[2];
}
if (raw[1] < rawUnion[1]) {
rawTarget[1] = raw[1];
rawTarget[3] = rawUnion[1] - raw[1] + rawUnion[3];
if (rawTarget[3] < raw[3])
rawTarget[3] = raw[3];
} else {
rawTarget[1] = rawUnion[1];
rawTarget[3] = raw[1] - rawUnion[1] + raw[3];
if (rawTarget[3] < rawUnion[3])
rawTarget[3] = rawUnion[3];
}
return target;
}
}