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@ -228,20 +228,26 @@ public class UiGeometry { |
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Console.WriteLine($"thumbnail size: {thumbnailWidth} x {thumbnailHeight}"); |
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Console.WriteLine($"thumbnail size: {thumbnailWidth} x {thumbnailHeight}"); |
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for (int i = 0; i < numThumbnails; i++) { |
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for (int i = 0; i < numThumbnails; i++) { |
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Box2i box = Util.MakeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight, thumbnailWidth, thumbnailHeight); |
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Box2i box = Util.MakeBox(WindowSize.X - thumbnailWidth, i * thumbnailHeight, |
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thumbnailWidth, thumbnailHeight); |
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ThumbnailBoxes.Add(box); |
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ThumbnailBoxes.Add(box); |
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} |
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} |
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int statusBoxHeight = 40; |
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int statusBoxHeight = 40; |
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int statusBoxPadding = 4; |
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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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ThumbnailBox = new Box2i(ThumbnailBoxes[0].Min.X, ThumbnailBoxes[0].Min.Y, WindowSize.X, WindowSize.Y); |
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PhotoBox = new Box2i( |
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0, 0, WindowSize.X - thumbnailWidth, WindowSize.Y - statusBoxHeight - statusBoxPadding); |
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StatusBox = new Box2i( |
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0, WindowSize.Y - statusBoxHeight, WindowSize.X - thumbnailWidth, WindowSize.Y); |
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ThumbnailBox = new Box2i( |
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ThumbnailBoxes[0].Min.X, ThumbnailBoxes[0].Min.Y, WindowSize.X, WindowSize.Y); |
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int starSpacing = 10; |
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int starSpacing = 10; |
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int starBoxLeft = (int) (PhotoBox.Center.X - 2.5 * starSize - starSpacing * 2); |
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int starBoxLeft = (int) (PhotoBox.Center.X - 2.5 * starSize - starSpacing * 2); |
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for (int i = 0; i < 5; i++) { |
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for (int i = 0; i < 5; i++) { |
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Box2i box = Util.MakeBox(starBoxLeft + i * (starSize + starSpacing), PhotoBox.Max.Y - starSize - 10, starSize, starSize); |
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Box2i box = Util.MakeBox( |
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starBoxLeft + i * (starSize + starSpacing), PhotoBox.Max.Y - starSize - 10, |
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starSize, starSize); |
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StarBoxes.Add(box); |
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StarBoxes.Add(box); |
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} |
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} |
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} |
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} |
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@ -321,7 +327,8 @@ public static class Util { |
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} |
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} |
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public static Texture RenderStar(float radius, bool filled) { |
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public static Texture RenderStar(float radius, bool filled) { |
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IPath path = new Star(x: radius, y: radius + 1, prongs: 5, innerRadii: radius * 0.4f, outerRadii: radius, angle: Util.PI); |
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IPath path = new Star(x: radius, y: radius + 1, prongs: 5, |
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innerRadii: radius * 0.4f, outerRadii: radius, angle: Util.PI); |
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// We add a little bit to the width & height because the reported
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// We add a little bit to the width & height because the reported
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// path.Bounds are often a little tighter than they should be & a couple
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// path.Bounds are often a little tighter than they should be & a couple
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// pixels end up obviously missing...
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// pixels end up obviously missing...
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@ -342,7 +349,8 @@ public static class Util { |
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public class Game : GameWindow { |
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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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public Game(GameWindowSettings gwSettings, NativeWindowSettings nwSettings) : |
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base(gwSettings, nwSettings) { |
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activeTool = viewTool; |
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activeTool = viewTool; |
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} |
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} |
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@ -478,7 +486,8 @@ public class Game : GameWindow { |
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// Handle presses of the "rating" keys -- 0-5 and `.
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// Handle presses of the "rating" keys -- 0-5 and `.
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// A normal press just sets the rating of the current photo.
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// A normal press just sets the rating of the current photo.
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// If the user is holding "shift", we instead filter to only show photos of that rating or higher.
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// If the user is holding "shift", we instead filter to only show photos
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// of that rating or higher.
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int rating = -1; |
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int rating = -1; |
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if (input.IsKeyPressed(Keys.D0) || input.IsKeyPressed(Keys.GraveAccent)) { |
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if (input.IsKeyPressed(Keys.D0) || input.IsKeyPressed(Keys.GraveAccent)) { |
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@ -597,9 +606,11 @@ public class Game : GameWindow { |
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ElementBufferObject = GL.GenBuffer(); |
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ElementBufferObject = GL.GenBuffer(); |
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject); |
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GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject); |
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw); |
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), |
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vertices, BufferUsageHint.DynamicDraw); |
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject); |
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject); |
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.DynamicDraw); |
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), |
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indices, BufferUsageHint.DynamicDraw); |
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shader.Init(); |
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shader.Init(); |
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shader.Use(); |
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shader.Use(); |
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@ -609,14 +620,16 @@ public class Game : GameWindow { |
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// This will now pass the new vertex array to the buffer.
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// This will now pass the new vertex array to the buffer.
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var vertexLocation = shader.GetAttribLocation("aPosition"); |
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var vertexLocation = shader.GetAttribLocation("aPosition"); |
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GL.EnableVertexAttribArray(vertexLocation); |
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GL.EnableVertexAttribArray(vertexLocation); |
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), 0); |
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, |
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false, 5 * sizeof(float), 0); |
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// Next, we also setup texture coordinates. It works in much the same way.
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// Next, we also setup texture coordinates. It works in much the same way.
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// We add an offset of 3, since the texture coordinates comes after the position data.
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// We add an offset of 3, since the texture coordinates comes after the position data.
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// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
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// We also change the amount of data to 2 because there's only 2 floats for texture coordinates.
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var texCoordLocation = shader.GetAttribLocation("aTexCoord"); |
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var texCoordLocation = shader.GetAttribLocation("aTexCoord"); |
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GL.EnableVertexAttribArray(texCoordLocation); |
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GL.EnableVertexAttribArray(texCoordLocation); |
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float)); |
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, |
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false, 5 * sizeof(float), 3 * sizeof(float)); |
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// Load photos from a directory.
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// Load photos from a directory.
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string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\"); |
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string[] files = Directory.GetFiles(@"c:\users\colin\desktop\photos-test\"); |
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@ -668,8 +681,10 @@ public class Game : GameWindow { |
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} |
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} |
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} |
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} |
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if (earliest != null) { |
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if (earliest != null) { |
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Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, evicting {earliest.Filename} @ {earliestTime}"); |
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// TODO: we have to free textures on the GL thread, but could we do that async'ly to keep the UI responsive?
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Console.WriteLine($"loadedImages.Count: {loadedImages.Count}, " + |
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$"evicting {earliest.Filename} @ {earliestTime}"); |
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// TODO: we have to free textures on the GL thread, but could we do
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// that async'ly to keep the UI responsive?
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earliest.Unload(); |
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earliest.Unload(); |
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loadedImages.Remove(earliest); |
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loadedImages.Remove(earliest); |
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} |
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} |
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@ -789,7 +804,8 @@ public class Game : GameWindow { |
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DrawFilledBox(geometry.StatusBox, Color4.Black); |
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DrawFilledBox(geometry.StatusBox, Color4.Black); |
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// First line.
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// First line.
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int y = geometry.StatusBox.Min.Y + statusPadding; |
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int y = geometry.StatusBox.Min.Y + statusPadding; |
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DrawText(String.Format("{0,4}/{1,-4}", photoIndex + 1, photos.Count), geometry.StatusBox.Min.X, y); |
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DrawText(String.Format("{0,4}/{1,-4}", photoIndex + 1, photos.Count), |
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geometry.StatusBox.Min.X, y); |
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DrawText(activePhoto.Description(), geometry.StatusBox.Min.X + 88, y); |
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DrawText(activePhoto.Description(), geometry.StatusBox.Min.X + 88, y); |
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// Second line.
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// Second line.
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@ -807,15 +823,18 @@ public class Game : GameWindow { |
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return; |
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return; |
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} |
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} |
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Vector2i leftTop = transform.ImageToScreen(activePhoto.CropRectangle.Left, activePhoto.CropRectangle.Top); |
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Vector2i rightBottom = transform.ImageToScreen(activePhoto.CropRectangle.Right, activePhoto.CropRectangle.Bottom); |
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Vector2i leftTop = transform.ImageToScreen(activePhoto.CropRectangle.Left, |
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activePhoto.CropRectangle.Top); |
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Vector2i rightBottom = transform.ImageToScreen(activePhoto.CropRectangle.Right, |
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activePhoto.CropRectangle.Bottom); |
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var (left, top) = leftTop; |
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var (left, top) = leftTop; |
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var (right, bottom) = rightBottom; |
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var (right, bottom) = rightBottom; |
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Color4 shadeColor = new Color4(0, 0, 0, 0.75f); |
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Color4 shadeColor = new Color4(0, 0, 0, 0.75f); |
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DrawFilledBox(new Box2i(0, 0, left, geometry.PhotoBox.Max.Y), shadeColor); |
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DrawFilledBox(new Box2i(0, 0, left, geometry.PhotoBox.Max.Y), shadeColor); |
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DrawFilledBox(new Box2i(left, 0, geometry.PhotoBox.Max.X, top), shadeColor); |
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DrawFilledBox(new Box2i(left, 0, geometry.PhotoBox.Max.X, top), shadeColor); |
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DrawFilledBox(new Box2i(left, bottom, geometry.PhotoBox.Max.X, geometry.PhotoBox.Max.Y), shadeColor); |
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DrawFilledBox(new Box2i(left, bottom, geometry.PhotoBox.Max.X, geometry.PhotoBox.Max.Y), |
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shadeColor); |
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DrawFilledBox(new Box2i(right, top, geometry.PhotoBox.Max.X, bottom), shadeColor); |
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DrawFilledBox(new Box2i(right, top, geometry.PhotoBox.Max.X, bottom), shadeColor); |
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DrawBox(new Box2i(left - 1, top - 1, right + 1, bottom + 1), 1, Color4.White); |
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DrawBox(new Box2i(left - 1, top - 1, right + 1, bottom + 1), 1, Color4.White); |
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if (active) { |
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if (active) { |
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@ -837,7 +856,8 @@ public class Game : GameWindow { |
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public void DrawTexture(Texture texture, Box2i box, Color4 color) { |
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public void DrawTexture(Texture texture, Box2i box, Color4 color) { |
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GL.Uniform4(shader.GetUniformLocation("color"), color); |
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GL.Uniform4(shader.GetUniformLocation("color"), color); |
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SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y); |
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SetVertices(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y); |
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw); |
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, |
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BufferUsageHint.DynamicDraw); |
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GL.BindTexture(TextureTarget.Texture2D, texture.Handle); |
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GL.BindTexture(TextureTarget.Texture2D, texture.Handle); |
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); |
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); |
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} |
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} |
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@ -851,10 +871,14 @@ public class Game : GameWindow { |
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} |
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} |
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public void DrawBox(Box2i box, int thickness, Color4 color) { |
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public void DrawBox(Box2i box, int thickness, Color4 color) { |
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DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color); |
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DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color); |
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DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color); |
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DrawTexture(TEXTURE_WHITE, Util.MakeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color); |
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DrawTexture(TEXTURE_WHITE, |
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Util.MakeBox(box.Min.X, box.Min.Y, box.Size.X, thickness), color); |
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DrawTexture(TEXTURE_WHITE, |
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Util.MakeBox(box.Min.X, box.Min.Y, thickness, box.Size.Y), color); |
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DrawTexture(TEXTURE_WHITE, |
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Util.MakeBox(box.Min.X, box.Max.Y - thickness, box.Size.X, thickness), color); |
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DrawTexture(TEXTURE_WHITE, |
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Util.MakeBox(box.Max.X - thickness, box.Min.Y, thickness, box.Size.Y), color); |
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} |
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} |
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public void DrawFilledBox(Box2i box, Color4 color) { |
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public void DrawFilledBox(Box2i box, Color4 color) { |
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@ -923,7 +947,8 @@ static class Program { |
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bestMonitor = monitor; |
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bestMonitor = monitor; |
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} |
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} |
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} |
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} |
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Console.WriteLine($"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}"); |
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Console.WriteLine( |
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$"best monitor: {bestMonitor.HorizontalResolution}x{bestMonitor.VerticalResolution}"); |
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GameWindowSettings gwSettings = new(); |
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GameWindowSettings gwSettings = new(); |
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gwSettings.UpdateFrequency = 30.0; |
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gwSettings.UpdateFrequency = 30.0; |
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gwSettings.RenderFrequency = 30.0; |
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gwSettings.RenderFrequency = 30.0; |
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@ -931,8 +956,10 @@ static class Program { |
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NativeWindowSettings nwSettings = new(); |
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NativeWindowSettings nwSettings = new(); |
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nwSettings.WindowState = WindowState.Normal; |
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nwSettings.WindowState = WindowState.Normal; |
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nwSettings.CurrentMonitor = bestMonitor.Handle; |
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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.Location = new Vector2i(bestMonitor.WorkArea.Min.X + 1, |
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bestMonitor.WorkArea.Min.Y + 31); |
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// nwSettings.Size = new Vector2i(bestMonitor.WorkArea.Size.X - 2,
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// bestMonitor.WorkArea.Size.Y - 32);
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nwSettings.Size = new Vector2i(1600, 900); |
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nwSettings.Size = new Vector2i(1600, 900); |
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nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE; |
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nwSettings.MinimumSize = UiGeometry.MIN_WINDOW_SIZE; |
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nwSettings.Title = "Totte"; |
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nwSettings.Title = "Totte"; |
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