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wrap long columns to 100 characters

main
Colin McMillen 11 months ago
parent
commit
c77183915b
  1. 79
      Program.cs

79
Program.cs

@ -228,20 +228,26 @@ public class UiGeometry {
Console.WriteLine($"thumbnail size: {thumbnailWidth} x {thumbnailHeight}");
for (int i = 0; i < numThumbnails; i++) {
Box2i box = Util.MakeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight);
Box2i box = Util.MakeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight,
thumbnailWidth, thumbnailHeight);
ThumbnailBoxes.Add(box);
}
int statusBoxHeight = 40;
int statusBoxPadding = 4;
PhotoBox = new Box2i(0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y - statusBoxHeight - statusBoxPadding);
StatusBox = new Box2i(0, WindowSize.Y - statusBoxHeight, WindowSize.X - thumbnailWidth, WindowSize.Y);
ThumbnailBox = new Box2i(ThumbnailBoxes[0].Min.X, ThumbnailBoxes[0].Min.Y, WindowSize.X, WindowSize.Y);
PhotoBox = new Box2i(
0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y - statusBoxHeight - statusBoxPadding);
StatusBox = new Box2i(
0, WindowSize.Y - statusBoxHeight, WindowSize.X - thumbnailWidth, WindowSize.Y);
ThumbnailBox = new Box2i(
ThumbnailBoxes[0].Min.X, ThumbnailBoxes[0].Min.Y, WindowSize.X, WindowSize.Y);
int starSpacing = 10;
int starBoxLeft = (int) (PhotoBox.Center.X - 2.5 * starSize - starSpacing * 2);
for (int i = 0; i < 5; i++) {
Box2i box = Util.MakeBox(starBoxLeft + i * (starSize + starSpacing), PhotoBox.Max.Y - starSize - 10, starSize, starSize);
Box2i box = Util.MakeBox(
starBoxLeft + i * (starSize + starSpacing), PhotoBox.Max.Y - starSize - 10,
starSize, starSize);
StarBoxes.Add(box);
}
}
@ -321,7 +327,8 @@ public static class Util {
}
public static Texture RenderStar(float radius, bool filled) {
IPath path = new Star(x: radius, y: radius + 1, prongs: 5, innerRadii: radius * 0.4f, outerRadii: radius, angle: Util.PI);
IPath path = new Star(x: radius, y: radius + 1, prongs: 5,
innerRadii: radius * 0.4f, outerRadii: radius, angle: Util.PI);
// We add a little bit to the width & height because the reported
// path.Bounds are often a little tighter than they should be & a couple
// pixels end up obviously missing...
@ -342,7 +349,8 @@ public static class Util {
public class Game : GameWindow {
public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : base(gwSettings, nwSettings) {
public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) :
base(gwSettings, nwSettings) {
activeTool = viewTool;
}
@ -478,7 +486,8 @@ public class Game : GameWindow {
// Handle presses of the "rating" keys -- 0-5 and `.
// A normal press just sets the rating of the current photo.
// If the user is holding "shift", we instead filter to only show photos of that rating or higher.
// If the user is holding "shift", we instead filter to only show photos
// of that rating or higher.
int rating = -1;
if (input.IsKeyPressed(Keys.D0) || input.IsKeyPressed(Keys.GraveAccent)) {
@ -597,9 +606,11 @@ public class Game : GameWindow {
ElementBufferObject = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float),
vertices, BufferUsageHint.DynamicDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint),
indices, BufferUsageHint.DynamicDraw);
shader.Init();
shader.Use();
@ -609,14 +620,16 @@ public class Game : GameWindow {
// This will now pass the new vertex array to the buffer.
var vertexLocation = shader.GetAttribLocation("aPosition");
GL.EnableVertexAttribArray(vertexLocation);
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0);
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float,
false, 5 * sizeof(float), 0);
// Next, we also setup texture coordinates. It works in much the same way.
// We add an offset of 3, since the texture coordinates comes after the position data.
// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
var texCoordLocation = shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texCoordLocation);
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float,
false, 5 * sizeof(float), 3 * sizeof(float));
// Load photos from a directory.
string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\");
@ -668,8 +681,10 @@ public class Game : GameWindow {
}
}
if (earliest != null) {
Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, evicting {earliest.Filename} @ {earliestTime}");
// TODO: we have to free textures on the GL thread, but could we do that async'ly to keep the UI responsive?
Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, " +
$"evicting {earliest.Filename} @ {earliestTime}");
// TODO: we have to free textures on the GL thread, but could we do
// that async'ly to keep the UI responsive?
earliest.Unload();
loadedImages.Remove(earliest);
}
@ -789,7 +804,8 @@ public class Game : GameWindow {
DrawFilledBox(geometry.StatusBox, Color4.Black);
// First line.
int y = geometry.StatusBox.Min.Y + statusPadding;
DrawText(String.Format("{0,4}/{1,-4}", photoIndex + 1, photos.Count), geometry.StatusBox.Min.X, y);
DrawText(String.Format("{0,4}/{1,-4}", photoIndex + 1, photos.Count),
geometry.StatusBox.Min.X, y);
DrawText(activePhoto.Description(), geometry.StatusBox.Min.X + 88, y);
// Second line.
@ -807,15 +823,18 @@ public class Game : GameWindow {
return;
}
Vector2i leftTop = transform.ImageToScreen(activePhoto.CropRectangle.Left, activePhoto.CropRectangle.Top);
Vector2i rightBottom = transform.ImageToScreen(activePhoto.CropRectangle.Right, activePhoto.CropRectangle.Bottom);
Vector2i leftTop = transform.ImageToScreen(activePhoto.CropRectangle.Left,
activePhoto.CropRectangle.Top);
Vector2i rightBottom = transform.ImageToScreen(activePhoto.CropRectangle.Right,
activePhoto.CropRectangle.Bottom);
var (left, top) = leftTop;
var (right, bottom) = rightBottom;
Color4 shadeColor = new Color4(0, 0, 0, 0.75f);
DrawFilledBox(new Box2i(0, 0, left, geometry.PhotoBox.Max.Y), shadeColor);
DrawFilledBox(new Box2i(left, 0, geometry.PhotoBox.Max.X, top), shadeColor);
DrawFilledBox(new Box2i(left, bottom, geometry.PhotoBox.Max.X, geometry.PhotoBox.Max.Y), shadeColor);
DrawFilledBox(new Box2i(left, bottom, geometry.PhotoBox.Max.X, geometry.PhotoBox.Max.Y),
shadeColor);
DrawFilledBox(new Box2i(right, top, geometry.PhotoBox.Max.X, bottom), shadeColor);
DrawBox(new Box2i(left - 1, top - 1, right + 1, bottom + 1), 1, Color4.White);
if (active) {
@ -837,7 +856,8 @@ public class Game : GameWindow {
public void DrawTexture(Texture texture, Box2i box, Color4 color) {
GL.Uniform4(shader.GetUniformLocation("color"), color);
SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices,
BufferUsageHint.DynamicDraw);
GL.BindTexture(TextureTarget.Texture2D, texture.Handle);
GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
}
@ -851,10 +871,14 @@ public class Game : GameWindow {
}
public void DrawBox(Box2i box, int thickness, Color4 color) {
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color);
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color);
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color);
DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color);
DrawTexture(TEXTURE_WHITE,
Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color);
DrawTexture(TEXTURE_WHITE,
Util.MakeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color);
DrawTexture(TEXTURE_WHITE,
Util.MakeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color);
DrawTexture(TEXTURE_WHITE,
Util.MakeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color);
}
public void DrawFilledBox(Box2i box, Color4 color) {
@ -923,7 +947,8 @@ static class Program {
bestMonitor = monitor;
}
}
Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}");
Console.WriteLine(
$"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}");
GameWindowSettings gwSettings = new();
gwSettings.UpdateFrequency = 30.0;
gwSettings.RenderFrequency = 30.0;
@ -931,8 +956,10 @@ static class Program {
NativeWindowSettings nwSettings = new();
nwSettings.WindowState = WindowState.Normal;
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.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.Size = new Vector2i(1600, 900);
nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE;
nwSettings.Title = "Totte";

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