pull some calculations into a new UiGeometry class
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6670b358c0
commit
6812699401
47
Program.cs
47
Program.cs
@ -182,6 +182,18 @@ public class Texture : IDisposable {
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}
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}
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public class UiGeometry {
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public static Vector2i MIN_WINDOW_SIZE = new Vector2i(640, 480);
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public readonly Vector2i WindowSize;
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public UiGeometry() : this(MIN_WINDOW_SIZE) {}
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public UiGeometry(Vector2i windowSize) {
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WindowSize = windowSize;
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}
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}
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public class Game : GameWindow {
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public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) { }
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@ -190,15 +202,10 @@ public class Game : GameWindow {
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static int thumbnailWidth = (int) 1.0 * thumbnailHeight * activeCamera.Resolution.X / activeCamera.Resolution.Y;
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static Texture TEXTURE_WHITE;
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int windowWidth;
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int windowHeight;
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float[] vertices = {
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// Position Texture coordinates
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0f, 0f, 0.0f, 0.0f, 0.0f, // top left
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2560f, 0f, 0.0f, 1.0f, 0.0f, // top right
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2560f, 1440f, 0.0f, 1.0f, 1.0f, // bottom right
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0f, 1440f, 0.0f, 0.0f, 1.0f, // bottom left
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};
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UiGeometry geometry = new UiGeometry();
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// four points of (x, y, z, tex_x, tex_y)
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float[] vertices = new float[20];
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uint[] indices = {
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0, 1, 3, // first triangle
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@ -208,7 +215,7 @@ public class Game : GameWindow {
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int VertexBufferObject;
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int ElementBufferObject;
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int VertexArrayObject;
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List<Texture> textures;
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List<Texture> textures = new List<Texture>();
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int textureIndex = 0;
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Shader shader;
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Matrix4 projection;
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@ -275,7 +282,6 @@ public class Game : GameWindow {
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// Load textures from JPEGs.
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string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\06\27\");
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textures = new List<Texture>();
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foreach (string file in files) {
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if (file.ToLower().EndsWith(".jpg")) {
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Image<Rgba32> image = Image.Load<Rgba32>(file);
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@ -298,17 +304,16 @@ public class Game : GameWindow {
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
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GL.ActiveTexture(TextureUnit.Texture0);
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int maxPhotoWidth = windowWidth - thumbnailWidth;
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int maxPhotoWidth = geometry.WindowSize.X - thumbnailWidth;
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Texture active = textures[textureIndex];
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// TODO: handle the case where we need to letterbox vertically instead.
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// TODO: pull these geometry calculations out into an object.
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int photoWidth = (int) (1.0 * windowHeight / active.Height * active.Width);
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int photoWidth = (int) (1.0 * geometry.WindowSize.Y / active.Height * active.Width);
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int letterboxWidth = (maxPhotoWidth - photoWidth) / 2;
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DrawTexture(active, makeBox(letterboxWidth, 0, photoWidth, windowHeight));
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DrawTexture(active, makeBox(letterboxWidth, 0, photoWidth, geometry.WindowSize.Y));
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for (int i = 0; i < textures.Count; i++) {
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Box2i box = makeBox(windowWidth - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight);
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Box2i box = makeBox(geometry.WindowSize.X - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight);
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DrawTexture(textures[i], box);
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if (i == textureIndex) {
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DrawBox(box, 5, Color4.Black);
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@ -341,12 +346,12 @@ public class Game : GameWindow {
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protected override void OnResize(ResizeEventArgs e) {
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base.OnResize(e);
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Console.WriteLine($"OnResize: {e.Width}x{e.Height}");
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windowWidth = e.Width;
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windowHeight = e.Height;
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projection = Matrix4.CreateOrthographicOffCenter(0f, windowWidth, windowHeight, 0f, -1f, 1f);
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geometry = new UiGeometry(e.Size);
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projection = Matrix4.CreateOrthographicOffCenter(0f, e.Width, e.Height, 0f, -1f, 1f);
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GL.UniformMatrix4(shader.GetUniformLocation("projection"), true, ref projection);
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GL.Viewport(0, 0, windowWidth, windowHeight);
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GL.Viewport(0, 0, e.Width, e.Height);
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}
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private void SetVertices(float left, float top, float width, float height) {
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@ -402,7 +407,7 @@ static class Program {
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nwSettings.CurrentMonitor = bestMonitor.Handle;
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nwSettings.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, bestMonitor.WorkArea.Min.Y + 31);
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nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2, bestMonitor.WorkArea.Size.Y - 32);
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nwSettings.MinimumSize = new Vector2i(640, 480);
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nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE;
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nwSettings.Title = "Totte";
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// FIXME: nwSettings.Icon = ...
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