Started messing around with Raylib
Mainly just messing around
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package ui
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import (
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"image"
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"image/color"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// A rectangle with borders.
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// Default only has black borders.
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type Rect struct {
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x int32
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y int32
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h int32
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w int32
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radius int32
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borderWidth int32
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borderColor color.RGBA
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fillColor color.RGBA
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tex *rl.Texture2D
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}
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func NewRect(x, y, height, width int32) *Rect {
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return &Rect{
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x: x,
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y: y,
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h: height,
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w: width,
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radius: 0,
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borderWidth: 2,
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borderColor: rl.Black,
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fillColor: rl.Blank,
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}
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}
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func (r *Rect) SetPosition(x, y int32) {
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r.x, r.y = x, y
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}
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func (r *Rect) SetSize(h, w int32) {
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r.h, r.w = h, w
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r.Unload()
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}
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func (r *Rect) SetBorderRadius(radius int32) {
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r.radius = radius
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r.Unload()
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}
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func (r *Rect) SetBorderWidth(w int32) {
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r.borderWidth = w
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r.Unload()
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}
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func (r *Rect) SetBorderColor(c color.RGBA) {
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r.borderColor = c
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r.Unload()
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}
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func (r *Rect) SetFillColor(c color.RGBA) {
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r.fillColor = c
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r.Unload()
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}
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func (r *Rect) Unload() {
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if r.tex != nil {
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rl.UnloadTexture(*r.tex)
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r.tex = nil
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}
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}
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func (r *Rect) Draw() {
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if r.tex != nil {
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rl.DrawTextureEx(*r.tex, rl.NewVector2(float32(r.x), float32(r.y)), 0, 1, rl.White)
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return
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}
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// Create image at 16x resolution then resize down so it looks better
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img := rl.NewImageFromImage(image.NewAlpha(image.Rect(0, 0, int(r.w*4), int(r.h*4))))
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// Filled areas
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if r.fillColor != rl.Blank {
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rl.ImageDrawRectangle(img, 4*r.radius, 0, 4*(r.w-(2*r.radius)), 4*r.h, r.fillColor)
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if r.radius > 0 {
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rl.ImageDrawRectangle(img, 4*(r.w-r.radius), 4*r.radius, 4*r.radius, 4*(r.h-(2*r.radius)), r.fillColor)
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rl.ImageDrawRectangle(img, 0, 4*r.radius, 4*r.radius, 4*(r.h-(2*r.radius)), r.fillColor)
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}
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}
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if r.borderColor != rl.Blank {
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// Horizontal lines
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rl.ImageDrawRectangle(img, 4*r.radius, 0, 4*(r.w-(2*r.radius)), r.borderWidth*4, r.borderColor)
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rl.ImageDrawRectangle(img, 4*r.radius, (4*r.h)-(r.borderWidth*4), 4*(r.w-(2*r.radius)), r.borderWidth*4, r.borderColor)
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// Vertical lines
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rl.ImageDrawRectangle(img, 0, 4*r.radius, r.borderWidth*4, 4*(r.h-(2*r.radius)), r.borderColor)
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rl.ImageDrawRectangle(img, (4*r.w)-(4*r.borderWidth), 4*r.radius, r.borderWidth*4, 4*(r.h-(2*r.radius)), r.borderColor)
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}
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if r.radius > 0 {
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r.placeCorners(r.radius, img)
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}
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rl.ImageResize(img, r.w, r.h)
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tmp := rl.LoadTextureFromImage(img)
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r.tex = &tmp
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rl.DrawTextureEx(*r.tex, rl.NewVector2(float32(r.x), float32(r.y)), 0, 1, r.borderColor)
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}
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func (r Rect) placeCorners(radius float32, img *rl.Image) {
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// Setup corner
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corner := rl.NewImageFromImage(image.NewAlpha(image.Rect(0, 0, int(radius*4), int(radius*4))))
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if r.borderWidth > 0 {
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rl.ImageDrawCircleV(corner, 4*radius, 4*radius, 4*radius, r.borderColor)
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}
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rl.ImageDrawCircle(corner, 4*radius, 4*radius, (4*radius)-(4*r.borderWidth), r.fillColor)
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// Add corners to actual image
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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)
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rl.ImageRotateCW(corner)
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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)
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rl.ImageRotateCW(corner)
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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)
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rl.ImageRotateCW(corner)
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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)
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}
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