add StatusBox geometry and draw it
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a0d6267905
commit
56311bc56c
20
Program.cs
20
Program.cs
@ -234,6 +234,7 @@ public class UiGeometry {
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public readonly Vector2i WindowSize;
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public readonly List<Box2i> ThumbnailBoxes = new();
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public readonly Box2i PhotoBox;
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public readonly Box2i StatusBox;
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public UiGeometry() : this(MIN_WINDOW_SIZE) {}
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@ -248,7 +249,10 @@ public class UiGeometry {
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ThumbnailBoxes.Add(box);
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}
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PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y);
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int statusBoxHeight = 20;
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int statusBoxPadding = 4;
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PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y - statusBoxHeight - statusBoxPadding);
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StatusBox = new Box2i(0, WindowSize.Y - statusBoxHeight, WindowSize.X - thumbnailWidth, WindowSize.Y);
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}
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}
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@ -468,6 +472,15 @@ public class Game : GameWindow {
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}
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Vector2i renderSize = (Vector2i) (((Vector2) active.Size) * scale);
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// FIXME: clip by the actual PhotoBox size -- this bleeds over UI elements when zoomed in.
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// This doesn't work -- boo.
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// if (renderSize.X > geometry.PhotoBox.Size.X) {
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// renderSize.X = geometry.PhotoBox.Size.X;
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// }
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// if (renderSize.Y > geometry.PhotoBox.Size.Y) {
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// renderSize.Y = geometry.PhotoBox.Size.Y;
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// }
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Vector2i center = (Vector2i) geometry.PhotoBox.Center;
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Box2i photoBox = Util.MakeBox(center.X - renderSize.X / 2, center.Y - renderSize.Y / 2, renderSize.X, renderSize.Y);
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DrawTexture(active, photoBox);
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@ -480,9 +493,10 @@ public class Game : GameWindow {
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}
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}
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DrawText(activePhoto.File, 10, 10);
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// Draw status box.
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DrawText(activePhoto.File, geometry.StatusBox.Min.X + 80, geometry.StatusBox.Min.Y);
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if (activePhoto.Loaded) {
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DrawText($"zoom: {(scale * 100):F1}%", 10, 30);
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DrawText($"{(scale * 100):F1}%", geometry.StatusBox.Min.X, geometry.StatusBox.Min.Y);
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}
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SwapBuffers();
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