const rl = @import("raylib"); const Rect = rl.Rectangle; pub const AlignX = enum { left, center, right }; pub const AlignY = enum { top, center, bottom }; pub fn initCentered(rect: Rect, width: f32, height: f32) Rect { const unused_width = rect.width - width; const unused_height = rect.height - height; return Rect.init(rect.x + unused_width / 2, rect.y + unused_height / 2, width, height); } pub fn center(rect: Rect) rl.Vector2 { return rl.Vector2{ .x = rect.x + rect.width / 2, .y = rect.y + rect.height / 2, }; } pub fn bottomLeft(rect: Rect) rl.Vector2 { return rl.Vector2{ .x = rect.x, .y = rect.y + rect.height, }; } pub fn bottomRight(rect: Rect) rl.Vector2 { return rl.Vector2{ .x = rect.x + rect.width, .y = rect.y + rect.height, }; } pub fn topLeft(rect: Rect) rl.Vector2 { return rl.Vector2{ .x = rect.x, .y = rect.y, }; } pub fn topRight(rect: Rect) rl.Vector2 { return rl.Vector2{ .x = rect.x + rect.width, .y = rect.y, }; } pub fn aligned(rect: Rect, align_x: AlignX, align_y: AlignY) rl.Vector2 { const x = switch(align_x) { .left => rect.x, .center => rect.x + rect.width/2, .right => rect.x + rect.width, }; const y = switch(align_y) { .top => rect.y, .center => rect.y + rect.height/2, .bottom => rect.y + rect.height, }; return rl.Vector2.init(x, y); } pub fn shrink(rect: Rect, x: f32, y: f32) rl.Rectangle { return Rect.init(rect.x + x, rect.y + y, rect.width - 2 * x, rect.height - 2 * y); } pub fn shrinkX(rect: rl.Rectangle, offset: f32) rl.Rectangle { return shrink(rect, offset, 0); } pub fn shrinkY(rect: rl.Rectangle, offset: f32) rl.Rectangle { return shrink(rect, 0, offset); } pub fn shrinkTop(rect: rl.Rectangle, offset: f32) rl.Rectangle { return Rect.init(rect.x, rect.y + offset, rect.width, rect.height - offset); } pub fn grow(rect: Rect, x: f32, y: f32) rl.Rectangle { return shrink(rect, -x, -y); } pub fn growY(rect: Rect, offset: f32) rl.Rectangle { return grow(rect, 0, offset); } pub fn position(rect: rl.Rectangle) rl.Vector2 { return rl.Vector2.init(rect.x, rect.y); } pub fn isInside(rect: rl.Rectangle, x: f32, y: f32) bool { return (rect.x <= x and x < rect.x + rect.width) and (rect.y < y and y < rect.y + rect.height); } pub fn isInsideVec2(rect: rl.Rectangle, vec2: rl.Vector2) bool { return isInside(rect, vec2.x, vec2.y); } pub fn top(rect: rl.Rectangle) f32 { return rect.y; } pub fn bottom(rect: rl.Rectangle) f32 { return rect.y + rect.height; } pub fn left(rect: rl.Rectangle) f32 { return rect.x; } pub fn right(rect: rl.Rectangle) f32 { return rect.x + rect.width; } pub fn verticalSplit(rect: rl.Rectangle, left_side_width: f32) [2]rl.Rectangle { var left_side = rect; left_side.width = left_side_width; var right_side = rect; right_side.x += left_side_width; right_side.width -= left_side_width; return .{ left_side, right_side }; } pub fn horizontalSplit(rect: rl.Rectangle, top_side_height: f32) [2]rl.Rectangle { var top_side = rect; top_side.height = top_side_height; var bottom_side = rect; bottom_side.y += top_side_height; bottom_side.height -= top_side_height; return .{ top_side, bottom_side }; }