1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
|
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 []*GridRow
cache *layoutCache
}
// The pixel scalin
type layoutCache struct {
// The resolution the cache was calculated for
ScreenResolution rl.Vector2
// Horizontal offset in pixels
OffsetX float32
// Vertical offset in pixels
OffsetY float32
// The Y size of a row
Width float32
// The horizontal start and end of each row.
// Index of an array is representive with row index
RowLocations []rl.Vector2
}
func (base *layoutCache) CalculateOffsets(paddingX float32, paddingY float32) {
base.OffsetX = (base.ScreenResolution.X * paddingX)
base.OffsetY = (base.ScreenResolution.Y * paddingY)
base.Width = base.ScreenResolution.X - base.OffsetX * 2
}
func (base *layoutCache) CalculateRowsLocations (rows []*GridRow, WeightToPixels float32, spacing float32) {
var spacingPixels = (base.ScreenResolution.Y * spacing)
base.RowLocations = make([]rl.Vector2, len(rows))
var y float32 = base.OffsetY
for i, v := range rows {
var rowHeight = (WeightToPixels * v.HeightWeight)
base.RowLocations[i] = rl.Vector2 {
X: y,
Y: rowHeight,
}
y += rowHeight + spacingPixels
}
}
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.CalculateOffsets(base.PaddingX, base.PaddingY)
var weightToScale = base.getWeightToPixelRatio()
base.cache.CalculateRowsLocations(base.Rows, weightToScale, base.Spacing)
}
// 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.HeightWeight
}
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()
}
|