Adding support for a rectangle class that uses floats instead of ints
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@ -179,6 +179,7 @@
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<Compile Include="Engine\SimpleAxiosGameObject.cs" />
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<Compile Include="Engine\SimpleDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\Singleton.cs" />
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<Compile Include="Engine\Structures\AxiosRectangle.cs" />
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<Compile Include="Engine\UI\AxiosButton.cs" />
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<Compile Include="Engine\UI\AxiosUIObject.cs" />
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<Compile Include="Factories\BodyFactory.cs" />
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@ -219,6 +219,7 @@
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<Compile Include="Engine\Interfaces\IAxiosGameObject.cs" />
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<Compile Include="Engine\Interfaces\IDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\Log\AxiosLog.cs" />
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<Compile Include="Engine\Structures\AxiosRectangle.cs" />
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<Compile Include="Engine\SimpleAxiosGameObject.cs" />
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<Compile Include="Engine\SimpleDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\AxiosTimer.cs" />
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@ -172,6 +172,7 @@
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<Compile Include="Engine\SimpleAxiosGameObject.cs" />
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<Compile Include="Engine\SimpleDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\Singleton.cs" />
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<Compile Include="Engine\Structures\AxiosRectangle.cs" />
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<Compile Include="Engine\UI\AxiosButton.cs" />
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<Compile Include="Engine\UI\AxiosUIObject.cs" />
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<Compile Include="Factories\BodyFactory.cs" />
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@ -48,6 +48,8 @@
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* - Adding field to allow/disallow automated mouse joints per object
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* - Fixing bug with last screen not exiting if it is a background screen
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*
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* 1.0.1.1 - 3/22/2012
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*
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*
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*/
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@ -283,15 +283,15 @@ namespace Axios.Engine
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Rectangle uirect;
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bool foundobject = false;
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Vector2 mousepos = ConvertUnits.ToSimUnits(input.Cursor);
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Vector2 objpos;
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//Vector2 objpos;
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//System.Diagnostics.Debugger.Break();
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foreach(AxiosUIObject uiobject in _uiobjects)
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{
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uiobjpos = uiobject.Position;
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objpos = this.Camera.ConvertScreenToWorld(uiobjpos);
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uirect = new Rectangle((int)uiobjpos.X, (int)uiobjpos.Y, (int)ConvertUnits.ToSimUnits(uiobject.Width), (int)ConvertUnits.ToSimUnits(uiobject.Height));
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//objpos = this.Camera.ConvertScreenToWorld(uiobjpos);
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uirect = new Rectangle((int)uiobjpos.X, (int)uiobjpos.Y, (int)Math.Ceiling(ConvertUnits.ToSimUnits(uiobject.Width)), (int)Math.Ceiling(ConvertUnits.ToSimUnits(uiobject.Height) + 1));
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if (uirect.Contains((int)position.X, (int)position.Y))
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{
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12
axios/Engine/Structures/AxiosPoint.cs
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12
axios/Engine/Structures/AxiosPoint.cs
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@ -0,0 +1,12 @@
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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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namespace Axios.Engine.Structures
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{
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class AxiosPoint
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{
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}
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}
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68
axios/Engine/Structures/AxiosRectangle.cs
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68
axios/Engine/Structures/AxiosRectangle.cs
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@ -0,0 +1,68 @@
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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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namespace Axios.Engine.Structures
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{
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class AxiosRectangle
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{
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private float _width;
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private float _height;
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private float _x;
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private float _y;
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public float Width
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{
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get { return _width; }
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set { _width = value; }
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}
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public float Height
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{
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get { return _height; }
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set { _height = value; }
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}
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public float X
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{
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get { return _x; }
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set { _x = value; }
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}
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public float Y
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{
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get { return _y; }
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set { _y = value; }
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}
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public float Top
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{
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}
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public float Bottom
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{
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get { return _y + _height; }
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}
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public bool Intersect(AxiosRectangle rect)
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{
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bool intersects = false;
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return intersects;
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}
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public AxiosRectangle(float X, float Y, float width, float height)
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{
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_width = width;
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_height = height;
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_x = X;
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_y = Y;
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}
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}
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}
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@ -31,7 +31,7 @@ using System.Runtime.InteropServices;
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("1.0.0.9")]
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[assembly: AssemblyVersion("1.0.1.0")]
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#if DEBUG
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[assembly: AssemblyConfiguration("Debug")]
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