add Curve and start polishing window resize

This commit is contained in:
Jeeves 2025-05-31 19:42:35 -06:00
parent 7e9ea6e641
commit 52a4b4ee59

View file

@ -3,13 +3,13 @@ pub fn main() !void {
defer _ = gpa.deinit();
const allocator = gpa.allocator();
raylib.SetConfigFlags(raylib.FLAG_VSYNC_HINT); // | raylib.FLAG_WINDOW_RESIZABLE);
raylib.SetConfigFlags(raylib.FLAG_VSYNC_HINT | raylib.FLAG_WINDOW_RESIZABLE);
raylib.InitWindow(@intFromFloat(screen_width), @intFromFloat(screen_height), "ReX");
defer raylib.CloseWindow();
raylib.SetWindowMinSize(480, 272);
raylib.SetWindowMaxSize(1920, 1080);
scales.recalculate();
scales = Scales.init();
global_font = raylib.LoadFontEx("font/SCE-PS3-RD-R-LATIN.TTF", 32, 0, 250);
raylib.SetTextureFilter(global_font.texture, raylib.TEXTURE_FILTER_BILINEAR);
@ -54,6 +54,7 @@ pub fn main() !void {
screen_width = @floatFromInt(raylib.GetScreenWidth());
screen_height = @floatFromInt(raylib.GetScreenHeight());
scales.recalculate();
column.refresh(false);
}
if (raylib.IsKeyPressed('D')) debug_draw = !debug_draw;
if (raylib.IsKeyPressed('S')) raylib.TakeScreenshot("screenshot.png");
@ -92,43 +93,74 @@ var scales: Scales = undefined;
/// Cached scaling and positioning values for dynamic window resizing.
pub const Scales = struct {
item_icon_small_width: f32,
item_icon_small_height: f32,
item_icon_large_width: f32,
item_icon_large_height: f32,
font_size_curve: Curve,
icon_size_curve: Curve,
icon_height: f32,
icon_width: f32,
item_title_font_size: f32,
item_subtitle_font_size: f32,
column_icon_scale: f32,
column_item_spacing_curve: Curve,
column_title_font_size: f32,
column_position_center: raylib.Vector2,
column_position_spacing: f32,
column_item_spacing: f32,
column_item_start: f32,
column_item_after_start: f32,
column_item_before_start: f32,
pub fn init() Scales {
var self: Scales = undefined;
self.font_size_curve = Curve{ .points = &[_]Curve.Point{
.{ .x = 0, .y = 18 },
.{ .x = 1, .y = 26 },
} };
self.icon_size_curve = Curve{ .points = &[_]Curve.Point{
.{ .x = 0, .y = 48 },
.{ .x = 1, .y = 80 },
} };
self.column_item_spacing_curve = Curve{ .points = &[_]Curve.Point{
.{ .x = 0, .y = 16, .right_tangent = -90 },
.{ .x = 0.25, .y = 0 },
.{ .x = 1, .y = 0 },
} };
self.recalculate();
return self;
}
/// Recalculate scales after screen resize.
pub fn recalculate(self: *Scales) void {
self.item_icon_small_width = 67;
self.item_icon_small_height = 48;
self.item_icon_large_width = 67;
self.item_icon_large_height = 48;
self.item_title_font_size = 18;
self.item_subtitle_font_size = 12;
const height = raylib.Remap(screen_height, 272, 1080, 0, 1);
const font_size = self.font_size_curve.sample(height);
const icon_size = self.icon_size_curve.sample(height);
self.column_icon_scale = 0.75;
self.column_title_font_size = 13;
self.icon_height = icon_size;
self.icon_width = icon_size * 1.395833;
self.item_title_font_size = font_size;
self.item_subtitle_font_size = font_size * 0.666667;
self.column_title_font_size = font_size * 0.722222;
self.column_position_center = .{
.x = std.math.lerp(0.0, screen_width, 0.18),
.y = std.math.lerp(0.0, screen_height, 0.15),
};
self.column_position_spacing = 64;
self.column_item_spacing = 16;
self.column_item_start = 117.8;
self.column_item_before_start = 48;
self.column_item_spacing = self.column_item_spacing_curve.sample(height);
self.column_item_after_start = self.column_position_center.y + self.icon_height + self.column_title_font_size + 12;
self.column_item_before_start = self.column_position_center.y;
}
};
// TODO selected item scale up
// TODO item actions
// TODO item groups
// TODO item group sort
pub const Column = struct {
icon: raylib.Texture2D,
title: []const u8,
@ -155,8 +187,8 @@ pub const Column = struct {
.box = .{
.x = scales.column_position_center.x,
.y = scales.column_position_center.y,
.w = 67,
.h = 48,
.w = scales.icon_width,
.h = scales.icon_height,
},
};
@ -173,7 +205,6 @@ pub const Column = struct {
.align_h = .center,
};
// self.start_y = scales.column_position_center.y + icon.box.h + title.box.h + scales.column_item_spacing;
for (self.items.items) |item| item.update();
for (self.items.items) |item| item.draw();
@ -206,19 +237,21 @@ pub const Column = struct {
}
fn refresh(self: *Column, comptime animate: bool) void {
var y = scales.column_item_before_start - (scales.item_icon_small_height + scales.column_item_spacing) * @as(f32, @floatFromInt(self.selected));
var y = scales.column_item_before_start - (scales.icon_height + scales.column_item_spacing) * @as(f32, @floatFromInt(self.selected));
for (self.items.items[0..self.selected]) |item| {
item.setPosition(animate, .{ .x = scales.column_position_center.x, .y = y });
y += scales.item_icon_small_height + scales.column_item_spacing;
y += scales.icon_height + scales.column_item_spacing;
}
y = scales.column_item_start;
y = scales.column_item_after_start;
for (self.items.items[self.selected..]) |item| {
item.setPosition(animate, .{ .x = scales.column_position_center.x, .y = y });
y += scales.item_icon_small_height + scales.column_item_spacing;
y += scales.icon_height + scales.column_item_spacing;
}
}
};
// TODO animated item icon scale
// TODO animated text fade in/out
pub const Item = struct {
position: raylib.Vector2 = .{ .x = 0, .y = 0 },
animator: Animator,
@ -226,7 +259,6 @@ pub const Item = struct {
icon: raylib.Texture2D,
title: []const u8,
subtitle: []const u8,
large: bool = false,
pub fn init(texture: raylib.Texture2D, title: []const u8, subtitle: []const u8) Item {
raylib.SetTextureFilter(texture, raylib.TEXTURE_FILTER_BILINEAR);
@ -245,10 +277,10 @@ pub const Item = struct {
var icon = Image{
.texture = self.icon,
.box = .{
.x = self.position.x - scales.item_icon_small_width / 2.0 + 67.0 / 2.0,
.x = self.position.x - scales.icon_width / 2.0 + 67.0 / 2.0,
.y = self.position.y,
.w = scales.item_icon_small_width,
.h = scales.item_icon_small_height,
.w = scales.icon_width,
.h = scales.icon_height,
},
};
@ -521,6 +553,141 @@ fn createCamera() raylib.Camera3D {
return camera;
}
// Based on parts of code from the MIT-licensed Godot Engine.
// https://github.com/godotengine/godot/blob/34b485d62b0a71e85a56fb46cf7ecc59963ed2d6/scene/resources/curve.cpp
//
// Copyright (c) 2014-present Godot Engine contributors.
// Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -- Godot Engine <https://godotengine.org>
pub const Curve = struct {
points: []const Point,
pub fn sample(self: *Curve, x: f32) f32 {
if (self.points.len == 0) return 0;
if (self.points.len == 1) return self.points[0].y;
const i = self.getIndex(x);
if (i == self.points.len - 1) return self.points[i].y;
var local = x - self.points[i].x;
if (i == 0 and local <= 0) return self.points[0].y;
const a = self.points[i];
const b = self.points[i + 1];
var d = b.x - a.x;
if (std.math.approxEqRel(f32, 0, d, @sqrt(std.math.floatEps(f32))))
return b.y;
local /= d;
d /= 3.0;
const yac = a.y + d * a.right_tangent;
const ybc = b.y - d * b.left_tangent;
return bezierInterpolate(a.y, yac, ybc, b.y, local);
}
fn getIndex(self: *Curve, x: f32) usize {
var imin: usize = 0;
var imax = self.points.len - 1;
while (imax - imin > 1) {
const m = (imin + imax) / 2;
const a = self.points[m].x;
const b = self.points[m + 1].x;
if (a < x and b < x)
imin = m
else if (a > x)
imax = m
else
return m;
}
if (x > self.points[imax].x) return imax;
return imin;
}
fn bezierInterpolate(start: f32, control1: f32, control2: f32, end: f32, t: f32) f32 {
const omt = 1.0 - t;
const omt2 = omt * omt;
const omt3 = omt2 * omt;
const t2 = t * t;
const t3 = t2 * t;
return start * omt3 + control1 * omt2 * t * 3.0 + control2 * omt * t2 * 3.0 + end * t3;
}
// TODO use this
fn updateAutoTangents(self: *Curve, idx: usize) void {
var p = &self.points[idx];
if (idx > 0) {
if (p.left_mode == .linear) {
const v = raylib.Vector2Normalize(.{
.x = self.points[idx - 1].x - p.x,
.y = self.points[idx - 1].y - p.y,
});
p.left_tangent = v.y / v.x;
}
if (self.points[idx - 1].right_mode == .linear) {
const v = raylib.Vector2Normalize(.{
.x = self.points[idx - 1].x - p.x,
.y = self.points[idx - 1].y - p.y,
});
self.points[idx - 1].right_tangent = v.y / v.x;
}
}
if (idx + 1 < self.points.len) {
if (p.right_mode == .linear) {
const v = raylib.Vector2Normalize(.{
.x = self.points[idx + 1].x - p.x,
.y = self.points[idx + 1].y - p.y,
});
p.right_tangent = v.y / v.x;
}
if (self.points[idx + 1].left_mode == .linear) {
const v = raylib.Vector2Normalize(.{
.x = self.points[idx + 1].x - p.x,
.y = self.points[idx + 1].y - p.y,
});
self.points[idx + 1].right_tangent = v.y / v.x;
}
}
}
pub const Point = struct {
x: f32,
y: f32,
left_tangent: f32 = 0.0,
right_tangent: f32 = 0.0,
left_mode: TangentMode = .free,
right_mode: TangentMode = .free,
pub const TangentMode = enum { free, linear };
};
};
const std = @import("std");
const Allocator = std.mem.Allocator;