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pull some calculations into a new UiGeometry class

main
Colin McMillen 1 year ago
parent
commit
6812699401
  1. 47
      Program.cs

47
Program.cs

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

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