using System.Drawing; using System.Drawing.Drawing2D; namespace RyzStudio.Drawing { public struct Rectangoid { private int X; private int Y; private int Width; private int Height; private int Radius; public Rectangoid(Rectangle rect, int radius) { X = rect.X; Y = rect.Y; Width = rect.Width; Height = rect.Height; Radius = radius; } public Rectangoid(Rectangle rect, int radius, int borderWidth) { rect.Inflate((-1 * borderWidth), (-1 * borderWidth)); X = rect.X; Y = rect.Y; Width = rect.Width; Height = rect.Height; Radius = radius; } public Rectangoid(int x, int y, int width, int height, int radius) { X = x; Y = y; Width = width; Height = height; Radius = radius; } public Rectangoid(int x, int y, int width, int height) { X = x; Y = y; Width = width; Height = height; Radius = 0; } public Rectangoid(int width, int height, int radius) { X = 0; Y = 0; Width = width; Height = height; Radius = radius; } public Rectangoid(int width, int height) { X = 0; Y = 0; Width = width; Height = height; Radius = 0; } public Rectangoid(int width) { X = 0; Y = 0; Width = width; Height = width; Radius = 0; } public GraphicsPath ToGraphicsPath() { GraphicsPath rv = new GraphicsPath(); rv.AddLine(X + this.Radius, Y, X + Width - (this.Radius * 2), Y); if (this.Radius > 0) { rv.AddArc(X + Width - (this.Radius * 2), Y, this.Radius * 2, this.Radius * 2, 270, 90); } rv.AddLine(X + Width, Y + this.Radius, X + Width, Y + Height - (this.Radius * 2)); if (this.Radius > 0) { rv.AddArc(X + Width - (this.Radius * 2), Y + Height - (this.Radius * 2), this.Radius * 2, this.Radius * 2, 0, 90); } rv.AddLine(X + Width - (this.Radius * 2), Y + Height, X + this.Radius, Y + Height); if (this.Radius > 0) { rv.AddArc(X, Y + Height - (this.Radius * 2), this.Radius * 2, this.Radius * 2, 90, 90); } rv.AddLine(X, Y + Height - (this.Radius * 2), X, Y + this.Radius); if (this.Radius > 0) { rv.AddArc(X, Y, this.Radius * 2, this.Radius * 2, 180, 90); } rv.CloseFigure(); return rv; } public PointF GetOrigin() { PointF rv = new PointF(); rv.X = ((float)Width / 2) + X; rv.Y = ((float)Height / 2) + Y; return rv; } } }