Added ui utilities
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1ae8e6c5a8
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mod spriteimage;
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mod spritetextarea;
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pub(super) use spriteimage::SpriteImage;
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pub(super) use spritetextarea::SpriteTextArea;
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use nalgebra::{Point2, Vector2};
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/// Represents a rectangular region inside a sprite.
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pub(crate) struct SpriteRect {
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/// The position of the top-left corner of this rectangle, in fractional units.
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/// (0.0 is left edge of sprite, 1.0 is right edge)
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pub pos: Point2<f32>,
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/// The width and height of this rectangle, in fractional units.
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/// 1.0 will be as tall as the sprite, 0.5 will be half as tall
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pub dim: Vector2<f32>,
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}
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use galactica_content::SpriteHandle;
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use galactica_util::to_radians;
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use nalgebra::{Point2, Vector2};
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use super::SpriteRect;
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use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderState};
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pub struct SpriteImage {
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parent: SpriteHandle,
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parent_position: Point2<f32>,
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parent_size: f32,
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inner: SpriteHandle,
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mask: SpriteHandle,
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rect: SpriteRect,
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}
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impl SpriteImage {
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pub fn new(
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parent: SpriteHandle,
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parent_position: Point2<f32>,
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parent_size: f32,
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inner: SpriteHandle,
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mask: SpriteHandle,
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rect: SpriteRect,
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) -> Self {
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return Self {
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parent,
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parent_position,
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parent_size,
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inner,
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mask,
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rect,
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};
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}
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/// Add this image to the gpu sprite buffer
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pub fn push_to_buffer(&self, state: &mut RenderState) {
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let h = self.parent_size;
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let w = self.parent.aspect * h;
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let zero = Point2::new(
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self.parent_position.x - (w / 2.0),
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self.parent_position.y + (h / 2.0),
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);
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let pos = zero + Vector2::new(self.rect.pos.x * w, -self.rect.pos.y * h);
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let dim = Vector2::new(self.rect.dim.x * w, self.rect.dim.y * h);
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state.push_ui_buffer(UiInstance {
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anchor: PositionAnchor::CNw.to_int(),
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position: pos.into(),
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angle: to_radians(90.0),
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size: dim.y,
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color: [1.0, 1.0, 1.0, 1.0],
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sprite_index: self.inner.get_index(),
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mask_index: [1, self.mask.get_index()],
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});
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}
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}
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@ -0,0 +1,106 @@
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use galactica_content::SpriteHandle;
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use glyphon::{cosmic_text::Align, Attrs, Buffer, Color, Metrics, Shaping, TextArea, TextBounds};
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use nalgebra::{Point2, Vector2};
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use super::SpriteRect;
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use crate::RenderState;
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/// Represents a text area inside a sprite.
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pub(crate) struct SpriteTextArea {
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/// Parent sprite
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sprite: SpriteHandle,
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/// Position of parent sprite's center, in logical pixels,
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/// with 0, 0 at the center of the screen
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sprite_position: Point2<f32>,
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/// Height of parent sprite, in logical pixels
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sprite_size: f32,
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/// Bounds of text area
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rect: SpriteRect,
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/// Text buffer
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buffer: Buffer,
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/// Text color
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color: Color,
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/// Text alignment
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align: Align,
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}
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impl SpriteTextArea {
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pub fn new(
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state: &mut RenderState,
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sprite: SpriteHandle,
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sprite_position: Point2<f32>,
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sprite_size: f32,
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rect: SpriteRect,
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text_metrics: Metrics,
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color: Color,
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align: Align,
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) -> Self {
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let mut s = Self {
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buffer: Buffer::new(&mut state.text_font_system, text_metrics),
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sprite_size: f32::NAN,
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sprite,
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sprite_position,
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rect,
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align,
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color,
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};
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s.set_size(state, sprite_size);
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return s;
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}
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pub fn set_size(&mut self, state: &mut RenderState, sprite_size: f32) {
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self.sprite_size = sprite_size;
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self.buffer.set_size(
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&mut state.text_font_system,
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(self.rect.dim.x * self.sprite_size) * state.window.scale_factor() as f32,
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(self.rect.dim.y * self.sprite_size * self.sprite.aspect)
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* state.window.scale_factor() as f32,
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);
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}
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pub fn set_text(&mut self, state: &mut RenderState, text: &str, attrs: Attrs) {
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self.buffer
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.set_text(&mut state.text_font_system, text, attrs, Shaping::Advanced);
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for l in &mut self.buffer.lines {
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l.set_align(Some(self.align));
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}
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self.buffer.shape_until_scroll(&mut state.text_font_system);
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}
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pub fn get_textarea(&self, state: &RenderState) -> TextArea {
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let h = self.sprite_size;
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let w = self.sprite.aspect * h;
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// Glypon works with physical pixels, so we must convert
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let fac = state.window.scale_factor() as f32;
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// All the units below are in logical pixels
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let zero = Vector2::new(
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(state.window_size.width as f32 / (2.0 * fac)) - (w / 2.0) + self.sprite_position.x,
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(state.window_size.height as f32 / (2.0 * fac)) - (h / 2.0) - self.sprite_position.y,
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);
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let corner_ne = zero + Vector2::new(self.rect.pos.x * w, self.rect.pos.y * h);
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let corner_sw = corner_ne + Vector2::new(self.rect.dim.x * w, self.rect.dim.y * h);
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TextArea {
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buffer: &self.buffer,
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top: corner_ne.y * fac,
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left: corner_ne.x * fac,
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scale: 1.0,
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bounds: TextBounds {
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top: (corner_ne.y * fac) as i32,
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bottom: (corner_sw.y * fac) as i32,
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left: (corner_ne.x * fac) as i32,
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right: (corner_sw.x * fac) as i32,
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},
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default_color: self.color,
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}
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}
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}
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