Rename rect members from pos, size to min, max
This commit is contained in:
parent
21bf650298
commit
b75d700dd6
@ -666,7 +666,7 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena_ *arena
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i32 valueLen = common_strlen(value);
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i32 intValue = common_atoi(value, valueLen);
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subTex.rect.pos.x = CAST(f32) intValue;
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subTex.rect.min.x = CAST(f32) intValue;
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}
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else if (common_strcmp(subTexAttrib->name, "y") ==
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0)
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@ -675,7 +675,7 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena_ *arena
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i32 valueLen = common_strlen(value);
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i32 intValue = common_atoi(value, valueLen);
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subTex.rect.pos.y = CAST(f32) intValue;
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subTex.rect.min.y = CAST(f32) intValue;
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}
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else if (common_strcmp(subTexAttrib->name,
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"width") == 0)
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@ -684,7 +684,7 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena_ *arena
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i32 valueLen = common_strlen(value);
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i32 intValue = common_atoi(value, valueLen);
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subTex.rect.size.w = CAST(f32) intValue;
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subTex.rect.max.w = CAST(f32) intValue;
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}
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else if (common_strcmp(subTexAttrib->name,
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"height") == 0)
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@ -693,7 +693,7 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena_ *arena
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i32 valueLen = common_strlen(value);
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i32 intValue = common_atoi(value, valueLen);
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subTex.rect.size.h = CAST(f32) intValue;
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subTex.rect.max.h = CAST(f32) intValue;
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}
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else if (common_strcmp(subTexAttrib->name,
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"hand_offset_x") == 0)
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@ -726,9 +726,9 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena_ *arena
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// TODO(doyle): XML specifies 0,0 top left, we
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// prefer 0,0 bottom right, so offset by size since 0,0
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// is top left and size creates a bounding box below it
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subTex.rect.pos.y = 1024 - subTex.rect.pos.y;
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subTex.rect.pos.y -= subTex.rect.size.h;
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subTex.offset.y = subTex.rect.size.h - subTex.offset.y;
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subTex.rect.min.y = 1024 - subTex.rect.min.y;
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subTex.rect.min.y -= subTex.rect.max.h;
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subTex.offset.y = subTex.rect.max.h - subTex.offset.y;
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#ifdef DENGINE_DEBUG
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ASSERT(key);
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@ -180,7 +180,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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{ // Init ship entity
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Entity *ship = &state->entityList[state->entityIndex++];
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ship->id = 0;
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ship->pos = V2(100, 100);
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ship->pos = V2(0, 0);
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ship->size = V2(25.0f, 50.0f);
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ship->hitbox = ship->size;
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ship->offset = v2_scale(ship->size, 0.5f);
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@ -192,8 +192,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ship->collides = FALSE;
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}
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state->camera.pos = V2(0, 0);
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state->camera.size = state->renderer.size;
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state->camera.min = V2(0, 0);
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state->camera.max = state->renderer.size;
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state->init = TRUE;
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state->worldSize = windowSize;
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@ -247,8 +247,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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// is right facing for trig to work
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Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
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ddP = v2_normalise(direction);
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ddP = direction;
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}
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if (getKeyStatus(&state->input.keys[keycode_left],
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@ -322,14 +321,16 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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v2 rightAlignedP = v2_add(entity->pos, entity->hitbox);
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renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(10, 10),
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V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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v2 leftAlignedP = v2_sub(entity->pos, entity->offset);
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renderer_rect(&state->renderer, state->camera, leftAlignedP,
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entity->size, v2_scale(entity->size, 0.5f),
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 0.8f, 1.0f, 1.0f), flags);
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v2 leftAlignedP = entity->pos;
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renderer_rect(&state->renderer, state->camera, leftAlignedP, V2(10, 10),
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V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
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v2 rightAlignedP = v2_add(leftAlignedP, entity->size);
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renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(4, 4),
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v2_scale(pivotPoint, -1.0f),
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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}
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@ -65,7 +65,7 @@ void entity_updateAnim(Entity *const entity, const f32 dt)
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char *frameName = anim->frameList[currEntityAnim->currFrame];
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SubTexture texRect = asset_getAtlasSubTex(anim->atlas, frameName);
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entity->size = v2_scale(texRect.rect.size, entity->scale);
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entity->size = v2_scale(texRect.rect.max, entity->scale);
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}
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void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
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@ -339,7 +339,7 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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RenderFlags flags)
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{
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// NOTE(doyle): Bottom left and top right position of quad in world space
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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v2 posInCameraSpace = v2_sub(pos, camera.min);
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RenderTex emptyRenderTex = {0};
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if (!renderTex) renderTex = &emptyRenderTex;
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@ -385,7 +385,7 @@ void renderer_triangle(Renderer *const renderer, Rect camera,
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ARRAY_COUNT(triangleInCamSpace.points));
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for (i32 i = 0; i < ARRAY_COUNT(triangleInCamSpace.points); i++)
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triangleInCamSpace.points[i] = v2_sub(triangle.points[i], camera.pos);
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triangleInCamSpace.points[i] = v2_sub(triangle.points[i], camera.min);
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RenderTex emptyRenderTex = {0};
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if (!renderTex) renderTex = &emptyRenderTex;
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@ -425,7 +425,7 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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Vertex *vertexList =
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memory_pushBytes(arena, numVertexesToAlloc * sizeof(Vertex));
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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v2 posInCameraSpace = v2_sub(pos, camera.min);
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pos = posInCameraSpace;
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// TODO(doyle): Find why font is 1px off, might be arial font semantics
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@ -443,9 +443,9 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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asset_getAtlasSubTex(font->atlas, &CAST(char)codepoint);
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v4 charTexRect = {0};
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charTexRect.vec2[0] = subTexture.rect.pos;
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charTexRect.vec2[0] = subTexture.rect.min;
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charTexRect.vec2[1] =
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v2_add(subTexture.rect.pos, subTexture.rect.size);
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v2_add(subTexture.rect.min, subTexture.rect.max);
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flipTexCoord(&charTexRect, FALSE, TRUE);
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RenderTex renderTex = {tex, charTexRect};
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@ -472,17 +472,7 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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v2 pivotPoint, Degrees rotate, v4 color, RenderFlags flags)
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{
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// TODO(doyle): Batch into render groups
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// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
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// corner. Add the two together so that the clipping point is the far right
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// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->hitbox);
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v2 leftAlignedP = entity->pos;
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if (math_pointInRect(camera, leftAlignedP) ||
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math_pointInRect(camera, rightAlignedP))
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{
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Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
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RenderTex renderTex = {0};
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if (entity->tex)
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{
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@ -492,11 +482,10 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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{
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Animation *anim = entityAnim->anim;
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char *frameName = anim->frameList[entityAnim->currFrame];
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SubTexture subTex =
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asset_getAtlasSubTex(anim->atlas, frameName);
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SubTexture subTex = asset_getAtlasSubTex(anim->atlas, frameName);
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texRect.vec2[0] = subTex.rect.pos;
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texRect.vec2[1] = v2_add(subTex.rect.pos, subTex.rect.size);
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texRect.vec2[0] = subTex.rect.min;
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texRect.vec2[1] = v2_add(subTex.rect.min, subTex.rect.max);
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flipTexCoord(&texRect, entity->flipX, entity->flipY);
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}
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else
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@ -514,20 +503,17 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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renderTex.texRect = texRect;
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}
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Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
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if (entity->renderMode == rendermode_quad)
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{
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renderer_rect(renderer, camera, entity->pos, entity->size,
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pivotPoint, totalRotation, &renderTex,
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color, flags);
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renderer_rect(renderer, camera, entity->pos, entity->size, pivotPoint,
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totalRotation, &renderTex, color, flags);
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}
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else if (entity->renderMode == rendermode_triangle)
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{
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TrianglePoints triangle = {0};
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v2 entityPWithOffset = v2_add(entity->pos, entity->offset);
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v2 triangleTopPoint =
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V2(entityPWithOffset.x + (entity->size.w * 0.5f),
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v2 entityPWithOffset = v2_sub(entity->pos, entity->offset);
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v2 triangleTopPoint = V2(entityPWithOffset.x + (entity->size.w * 0.5f),
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entityPWithOffset.y + entity->size.h);
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v2 triangleRightSide =
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@ -537,14 +523,13 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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triangle.points[1] = triangleRightSide;
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triangle.points[2] = triangleTopPoint;
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renderer_triangle(renderer, camera, triangle, pivotPoint,
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totalRotation, &renderTex, color, flags);
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renderer_triangle(renderer, camera, triangle, pivotPoint, totalRotation,
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&renderTex, color, flags);
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}
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else
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{
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ASSERT(INVALID_CODE_PATH);
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}
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}
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}
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void renderer_renderGroups(Renderer *renderer)
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@ -35,7 +35,7 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena,
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#if 0
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// Draw shadow
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renderer_staticRect(renderer, v2_add(V2(1, 1), rect.pos), rect.size,
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renderer_staticRect(renderer, v2_add(V2(1, 1), rect.min), rect.size,
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V2(0, 0), 0, renderTex, V4(0, 0, 0, 1));
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#endif
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@ -68,29 +68,29 @@ i32 userInterface_button(UiState *const uiState, MemoryArena_ *const arena,
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{
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// Draw outline
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renderer_staticRect(renderer,
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v2_add(V2(-2, -2), v2_add(buttonOffset, rect.pos)),
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v2_add(V2(4, 4), rect.size), V2(0, 0), 0, &renderTex,
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v2_add(V2(-2, -2), v2_add(buttonOffset, rect.min)),
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v2_add(V2(4, 4), rect.max), V2(0, 0), 0, &renderTex,
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buttonColor, 0);
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}
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renderer_staticRect(renderer, v2_add(buttonOffset, rect.pos), rect.size,
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renderer_staticRect(renderer, v2_add(buttonOffset, rect.min), rect.max,
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V2(0, 0), 0, &renderTex, buttonColor, 0);
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if (label)
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{
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v2 labelDim = asset_stringDimInPixels(font, label);
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v2 labelPos = rect.pos;
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v2 labelPos = rect.min;
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// Initially position the label to half the width of the button
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labelPos.x += (rect.size.w * 0.5f);
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labelPos.x += (rect.max.w * 0.5f);
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// Move the label pos back half the length of the string (i.e.
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// center it)
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labelPos.x -= (CAST(f32) labelDim.w * 0.5f);
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if (labelDim.h < rect.size.h)
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if (labelDim.h < rect.max.h)
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{
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labelPos.y += (rect.size.h * 0.5f);
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labelPos.y += (rect.max.h * 0.5f);
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labelPos.y -= (CAST(f32)labelDim.h * 0.5f);
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}
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@ -168,13 +168,13 @@ i32 userInterface_scrollbar(UiState *const uiState,
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if (uiState->kbdItem == id)
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{
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// Draw outline
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renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.pos),
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v2_add(V2(4, 4), scrollBarRect.size), V2(0, 0), 0,
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renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.min),
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v2_add(V2(4, 4), scrollBarRect.max), V2(0, 0), 0,
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&renderTex, V4(1, 0, 0, 1), 0);
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}
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// Render scroll bar background
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renderer_staticRect(renderer, scrollBarRect.pos, scrollBarRect.size,
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renderer_staticRect(renderer, scrollBarRect.min, scrollBarRect.max,
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V2(0, 0), 0, &renderTex, V4(0.75f, 0.5f, 0.5f, 1), 0);
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// Render scroll bar slider
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@ -183,8 +183,8 @@ i32 userInterface_scrollbar(UiState *const uiState,
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f32 sliderPercentageOffset = (CAST(f32) *value / CAST(f32) maxValue);
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f32 sliderYOffsetToBar =
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(scrollBarRect.size.h - sliderSize.h) * sliderPercentageOffset;
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v2 sliderPos = v2_add(scrollBarRect.pos, V2(0, sliderYOffsetToBar));
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(scrollBarRect.max.h - sliderSize.h) * sliderPercentageOffset;
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v2 sliderPos = v2_add(scrollBarRect.min, V2(0, sliderYOffsetToBar));
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if (uiState->hotItem == id || uiState->activeItem == id)
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sliderColor = V4(1.0f, 0, 0, 1);
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@ -228,16 +228,16 @@ i32 userInterface_scrollbar(UiState *const uiState,
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if (uiState->activeItem == id)
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{
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f32 mouseYRelToRect = input.mouseP.y - scrollBarRect.pos.y;
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f32 mouseYRelToRect = input.mouseP.y - scrollBarRect.min.y;
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// Bounds check
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if (mouseYRelToRect < 0)
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mouseYRelToRect = 0;
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else if (mouseYRelToRect > scrollBarRect.size.h)
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mouseYRelToRect = scrollBarRect.size.h;
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else if (mouseYRelToRect > scrollBarRect.max.h)
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mouseYRelToRect = scrollBarRect.max.h;
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f32 newSliderPercentOffset =
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(CAST(f32) mouseYRelToRect / scrollBarRect.size.h);
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(CAST(f32) mouseYRelToRect / scrollBarRect.max.h);
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i32 newValue = CAST(i32)(newSliderPercentOffset * CAST(f32)maxValue);
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if (newValue != *value)
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@ -282,27 +282,27 @@ i32 userInterface_textField(UiState *const uiState, MemoryArena_ *const arena,
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if (uiState->kbdItem == id)
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{
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// Draw outline
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renderer_staticRect(renderer, v2_add(V2(-2, -2), rect.pos),
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v2_add(V2(4, 4), rect.size), V2(0, 0), 0,
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renderer_staticRect(renderer, v2_add(V2(-2, -2), rect.min),
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v2_add(V2(4, 4), rect.max), V2(0, 0), 0,
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&renderTex, V4(1.0f, 0, 0, 1), 0);
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}
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// Render text field
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renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
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renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
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&renderTex, V4(0.75f, 0.5f, 0.5f, 1), 0);
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if (uiState->activeItem == id || uiState->hotItem == id)
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{
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renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
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renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
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&renderTex, V4(0.75f, 0.75f, 0.0f, 1), 0);
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}
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else
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{
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renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
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renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
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&renderTex, V4(0.5f, 0.5f, 0.5f, 1), 0);
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}
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v2 strPos = rect.pos;
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v2 strPos = rect.min;
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renderer_staticString(renderer, arena, font, string, strPos, V2(0, 0), 0,
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V4(0, 0, 0, 1), 0);
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@ -365,10 +365,10 @@ i32 userInterface_window(UiState *const uiState, MemoryArena_ *const arena,
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Rect rect = window->rect;
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RenderTex nullRenderTex = renderer_createNullRenderTex(assetManager);
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renderer_staticRect(renderer, rect.pos, rect.size, V2(0, 0), 0,
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renderer_staticRect(renderer, rect.min, rect.max, V2(0, 0), 0,
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&nullRenderTex, V4(0.25f, 0.25f, 0.5f, 0.5f), 0);
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v2 menuTitleP = v2_add(rect.pos, V2(0, rect.size.h - 10));
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v2 menuTitleP = v2_add(rect.min, V2(0, rect.max.h - 10));
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renderer_staticString(renderer, arena, font, window->title, menuTitleP,
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V2(0, 0), 0, V4(0, 0, 0, 1), 0);
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@ -444,11 +444,11 @@ i32 userInterface_window(UiState *const uiState, MemoryArena_ *const arena,
|
||||
for (i32 i = 0; i < window->numChildUiItems; i++)
|
||||
{
|
||||
UiItem *childUi = &window->childUiItems[i];
|
||||
childUi->rect.pos = v2_add(deltaP, childUi->rect.pos);
|
||||
childUi->rect.min = v2_add(deltaP, childUi->rect.min);
|
||||
}
|
||||
|
||||
DEBUG_PUSH_VAR("Delta Pos %4.2f, %4.2f", deltaP, "v2");
|
||||
window->rect.pos = v2_add(deltaP, window->rect.pos);
|
||||
window->rect.min = v2_add(deltaP, window->rect.min);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -70,8 +70,8 @@ typedef union v4
|
||||
|
||||
typedef struct Rect
|
||||
{
|
||||
v2 pos;
|
||||
v2 size;
|
||||
v2 min;
|
||||
v2 max;
|
||||
} Rect;
|
||||
|
||||
INTERNAL inline v2 V2i(const i32 x, const i32 y)
|
||||
@ -319,11 +319,11 @@ INTERNAL inline v4 mat4_mul_v4(const mat4 a, const v4 b)
|
||||
INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
|
||||
{
|
||||
b32 outsideOfRectX = FALSE;
|
||||
if (point.x < rect.pos.x || point.x > (rect.pos.x + rect.size.w))
|
||||
if (point.x < rect.min.x || point.x > (rect.min.x + rect.max.w))
|
||||
outsideOfRectX = TRUE;
|
||||
|
||||
b32 outsideOfRectY = FALSE;
|
||||
if (point.y < rect.pos.y || point.y > (rect.pos.y + rect.size.h))
|
||||
if (point.y < rect.min.y || point.y > (rect.min.y + rect.max.h))
|
||||
outsideOfRectY = TRUE;
|
||||
|
||||
if (outsideOfRectX || outsideOfRectY) return FALSE;
|
||||
|
Loading…
Reference in New Issue
Block a user