package ui import ( coreobjects "github.com/DegustatorPonos/RuinesOfRafdolon/CoreObjects" settings "github.com/DegustatorPonos/RuinesOfRafdolon/Settings" rl "github.com/gen2brain/raylib-go/raylib" ) // Scene implimetation that contains aligned UI elements type Menu struct { manager *coreobjects.SceneManager // The space between the window border and the grid. Measured in fractions of a screen. [0; 1] PaddingX float32 // The space between the window border and the grid. Measured in fractions of a screen. [0; 1] PaddingY float32 // Spaces between the rows Spacing float32 // A horizontal line of elements Rows []UIElement cache *layoutCache } func (base *Menu) Create(manager *coreobjects.SceneManager) { base.manager = manager base.cache = &layoutCache{} base.generateLayout() for _, v := range base.Rows { v.Init(base) } } func (base *Menu) Destroy() { } func (base *Menu) Update() { } func (base *Menu) Draw() { rl.ClearBackground(rl.Black) base.generateLayout() if settings.State.DrawColliders { base.drawPaddings() } for i, v := range base.Rows { var verticalSpacing = base.cache.RowLocations[i] v.Draw(&rl.Rectangle{ X: base.cache.OffsetX, Y: verticalSpacing.X, Width: base.cache.Width, Height: verticalSpacing.Y, }) } } func (base *Menu) drawPaddings() { // Horizontal rl.DrawRectangle(0, 0, int32(base.cache.ScreenResolution.X), int32(base.cache.OffsetY), rl.Red) rl.DrawRectangle(0, int32(base.cache.ScreenResolution.Y) - int32(base.cache.OffsetY), int32(base.cache.ScreenResolution.X), int32(base.cache.OffsetY), rl.Red) // Vertical rl.DrawRectangle(0, int32(base.cache.OffsetY), int32(base.cache.OffsetX), int32(base.cache.ScreenResolution.Y - base.cache.OffsetY * 2), rl.Blue) rl.DrawRectangle( int32(base.cache.ScreenResolution.X - base.cache.OffsetX), int32(base.cache.OffsetY), int32(base.cache.OffsetX), int32(base.cache.ScreenResolution.Y - base.cache.OffsetY * 2), rl.Blue) } // Generates all the offsets and scales for the rendering func (base *Menu) generateLayout() { if rl.GetScreenWidth() == int(base.cache.ScreenResolution.X) && rl.GetScreenHeight() == int(base.cache.ScreenResolution.Y) { return } base.cache.ScreenResolution = rl.Vector2{ X: float32(rl.GetScreenWidth()), Y: float32(rl.GetScreenHeight()), } base.cache.SpanResolution = rl.Vector2{ X: float32(rl.GetScreenWidth()), Y: float32(rl.GetScreenHeight()), } base.cache.CalculateOffsets( float32(rl.GetScreenWidth()), float32(rl.GetScreenHeight()), base.PaddingX, base.PaddingY) var weightToScale = base.getWeightToPixelRatio() var spacingPx = base.cache.Width * base.Spacing base.cache.CalculateRowsLocations(base.Rows, weightToScale, spacingPx, base.cache.OffsetY) } // Sums up all the weights func (base *Menu) getWeightToPixelRatio() float32 { var rowsAmount = len(base.Rows) var sum float32 = 0 for _, v := range base.Rows { sum += v.GetOccupationWeight() } var spacingPixels = base.cache.ScreenResolution.Y * base.Spacing var spacing = float32(rowsAmount - 1) * spacingPixels if spacing < 0 { spacing = 0 } return (base.cache.ScreenResolution.Y - 2 * base.cache.OffsetY - spacing) / sum } func (base *Menu) GetMousePosition() rl.Vector2 { return rl.GetMousePosition() }