Started messing around with Raylib

Mainly just messing around
This commit is contained in:
Caleb Gardner
2025-01-11 06:35:32 -06:00
parent 916f9cc79b
commit c8e0f08aae
14 changed files with 184 additions and 1583 deletions
+125
View File
@@ -0,0 +1,125 @@
package ui
import (
"image"
"image/color"
rl "github.com/gen2brain/raylib-go/raylib"
)
// A rectangle with borders.
// Default only has black borders.
type Rect struct {
x int32
y int32
h int32
w int32
radius int32
borderWidth int32
borderColor color.RGBA
fillColor color.RGBA
tex *rl.Texture2D
}
func NewRect(x, y, height, width int32) *Rect {
return &Rect{
x: x,
y: y,
h: height,
w: width,
radius: 0,
borderWidth: 2,
borderColor: rl.Black,
fillColor: rl.Blank,
}
}
func (r *Rect) SetPosition(x, y int32) {
r.x, r.y = x, y
}
func (r *Rect) SetSize(h, w int32) {
r.h, r.w = h, w
r.Unload()
}
func (r *Rect) SetBorderRadius(radius int32) {
r.radius = radius
r.Unload()
}
func (r *Rect) SetBorderWidth(w int32) {
r.borderWidth = w
r.Unload()
}
func (r *Rect) SetBorderColor(c color.RGBA) {
r.borderColor = c
r.Unload()
}
func (r *Rect) SetFillColor(c color.RGBA) {
r.fillColor = c
r.Unload()
}
func (r *Rect) Unload() {
if r.tex != nil {
rl.UnloadTexture(*r.tex)
r.tex = nil
}
}
func (r *Rect) Draw() {
if r.tex != nil {
rl.DrawTextureEx(*r.tex, rl.NewVector2(float32(r.x), float32(r.y)), 0, 1, rl.White)
return
}
// Create image at 16x resolution then resize down so it looks better
img := rl.NewImageFromImage(image.NewAlpha(image.Rect(0, 0, int(r.w*4), int(r.h*4))))
// Filled areas
if r.fillColor != rl.Blank {
rl.ImageDrawRectangle(img, 4*r.radius, 0, 4*(r.w-(2*r.radius)), 4*r.h, r.fillColor)
if r.radius > 0 {
rl.ImageDrawRectangle(img, 4*(r.w-r.radius), 4*r.radius, 4*r.radius, 4*(r.h-(2*r.radius)), r.fillColor)
rl.ImageDrawRectangle(img, 0, 4*r.radius, 4*r.radius, 4*(r.h-(2*r.radius)), r.fillColor)
}
}
if r.borderColor != rl.Blank {
// Horizontal lines
rl.ImageDrawRectangle(img, 4*r.radius, 0, 4*(r.w-(2*r.radius)), r.borderWidth*4, r.borderColor)
rl.ImageDrawRectangle(img, 4*r.radius, (4*r.h)-(r.borderWidth*4), 4*(r.w-(2*r.radius)), r.borderWidth*4, r.borderColor)
// Vertical lines
rl.ImageDrawRectangle(img, 0, 4*r.radius, r.borderWidth*4, 4*(r.h-(2*r.radius)), r.borderColor)
rl.ImageDrawRectangle(img, (4*r.w)-(4*r.borderWidth), 4*r.radius, r.borderWidth*4, 4*(r.h-(2*r.radius)), r.borderColor)
}
if r.radius > 0 {
r.placeCorners(r.radius, img)
}
rl.ImageResize(img, r.w, r.h)
tmp := rl.LoadTextureFromImage(img)
r.tex = &tmp
rl.DrawTextureEx(*r.tex, rl.NewVector2(float32(r.x), float32(r.y)), 0, 1, r.borderColor)
}
func (r Rect) placeCorners(radius float32, img *rl.Image) {
// Setup corner
corner := rl.NewImageFromImage(image.NewAlpha(image.Rect(0, 0, int(radius*4), int(radius*4))))
if r.borderWidth > 0 {
rl.ImageDrawCircleV(corner, 4*radius, 4*radius, 4*radius, r.borderColor)
}
rl.ImageDrawCircle(corner, 4*radius, 4*radius, (4*radius)-(4*r.borderWidth), r.fillColor)
// Add corners to actual image
rl.ImageDraw(img, corner, rl.NewRectangle(0, 0, float32(corner.Width), float32(corner.Height)), rl.NewRectangle(0, 0, float32(corner.Width), float32(corner.Height)), rl.White)
rl.ImageRotateCW(corner)
rl.ImageDraw(img, corner, rl.NewRectangle(0, 0, float32(corner.Width), float32(corner.Height)), rl.NewRectangle(float32(4*(r.w-radius)), 0, float32(corner.Width), float32(corner.Height)), rl.White)
rl.ImageRotateCW(corner)
rl.ImageDraw(img, corner, rl.NewRectangle(0, 0, float32(corner.Width), float32(corner.Height)), rl.NewRectangle(float32(4*(r.w-radius)), float32(4*(r.h-radius)), float32(corner.Width), float32(corner.Height)), rl.White)
rl.ImageRotateCW(corner)
rl.ImageDraw(img, corner, rl.NewRectangle(0, 0, float32(corner.Width), float32(corner.Height)), rl.NewRectangle(0, float32(4*(r.h-radius)), float32(corner.Width), float32(corner.Height)), rl.White)
}