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