Repository navigation
Expand file tree
/
Copy pathimg.go
More file actions
486 lines (473 loc) · 12.7 KB
/
Copy pathimg.go
File metadata and controls
486 lines (473 loc) · 12.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
package main
import (
"fmt"
"time"
z "github.com/gen2brain/raylib-go/raylib"
)
var (
TEX []z.Texture2D
PATTERNS, TILES, ETC, UI []IM
)
type IM struct {
tex z.Texture2D
r, rD, rC z.Rectangle
a uint8
ro float32
cntRD z.Vector2
c z.Color
}
type ANIM struct {
startIMnum, endIMnum, frames, dFrame int
ims []IM
fps int
timer time.Time
off bool
}
// MARK: ANIM UTILS
func RESETANIM(a ANIM) ANIM {
a.timer = time.Time{}
a.dFrame = 0
a.off = false
return a
}
// MARK: ANIM DRAW
func dAnimFrame(anm ANIM) ANIM {
if anm.timer.IsZero() {
anm.timer = time.Now()
}
if time.Since(anm.timer) >= time.Second/time.Duration(anm.fps) {
anm.dFrame++
if anm.dFrame > anm.frames {
anm.dFrame = 0
}
anm.timer = time.Now()
}
return anm
}
func dAnimFrameONCE(anm ANIM) ANIM {
if anm.timer.IsZero() {
anm.timer = time.Now()
}
if time.Since(anm.timer) >= time.Second/time.Duration(anm.fps) && !anm.off {
anm.dFrame++
if anm.dFrame > anm.frames {
anm.dFrame = 0
anm.off = true
}
anm.timer = time.Now()
}
return anm
}
func dAnimRecLoop(anm ANIM, r z.Rectangle) ANIM {
dIM(anm.ims[anm.dFrame], r)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopFlip(anm ANIM, r z.Rectangle) ANIM {
dIMflip(anm.ims[anm.dFrame], r)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopColor(anm ANIM, r z.Rectangle, c z.Color) ANIM {
dIMcolor(anm.ims[anm.dFrame], r, c)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopFlipColor(anm ANIM, r z.Rectangle, c z.Color) ANIM {
dIMflipColor(anm.ims[anm.dFrame], r, c)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopShadow(anm ANIM, r z.Rectangle, cShadow z.Color, offset float32) ANIM {
dIMshadow(anm.ims[anm.dFrame], r, cShadow, offset)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopShadowOUTLINE(anm ANIM, r z.Rectangle, cShadow z.Color, offsetShadow, offsetOutline float32) ANIM {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMcolor(anm.ims[anm.dFrame], r2, z.Black)
dIMshadow(anm.ims[anm.dFrame], r, cShadow, offsetShadow)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopShadowOUTLINEonce(anm ANIM, r z.Rectangle, cShadow z.Color, offsetShadow, offsetOutline float32) ANIM {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMcolor(anm.ims[anm.dFrame], r2, z.Black)
dIMshadow(anm.ims[anm.dFrame], r, cShadow, offsetShadow)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecLoopFlipShadowOUTLINE(anm ANIM, r z.Rectangle, cShadow z.Color, offsetShadow, offsetOutline float32) ANIM {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMflipColor(anm.ims[anm.dFrame], r2, z.Black)
dIMflipShadow(anm.ims[anm.dFrame], r, cShadow, offsetShadow)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecLoopFlipShadowOUTLINEonce(anm ANIM, r z.Rectangle, cShadow z.Color, offsetShadow, offsetOutline float32) ANIM {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMflipColor(anm.ims[anm.dFrame], r2, z.Black)
dIMflipShadow(anm.ims[anm.dFrame], r, cShadow, offsetShadow)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecLoopFlipShadow(anm ANIM, r z.Rectangle, cShadow z.Color, offset float32) ANIM {
dIMflipShadow(anm.ims[anm.dFrame], r, cShadow, offset)
anm = dAnimFrame(anm)
return anm
}
func dAnimRecFlipShadowONCE(anm ANIM, r z.Rectangle, cShadow z.Color, offset float32) ANIM {
dIMflipShadow(anm.ims[anm.dFrame], r, cShadow, offset)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecShadowONCE(anm ANIM, r z.Rectangle, cShadow z.Color, offset float32) ANIM {
dIMshadow(anm.ims[anm.dFrame], r, cShadow, offset)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecONCE(anm ANIM, r z.Rectangle) ANIM {
dIM(anm.ims[anm.dFrame], r)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecONCEalpha(anm ANIM, r z.Rectangle, a uint8) ANIM {
dIMA(anm.ims[anm.dFrame], r, a)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimRecColorONCE(anm ANIM, r z.Rectangle, c z.Color) ANIM {
dIMcolor(anm.ims[anm.dFrame], r, c)
anm = dAnimFrameONCE(anm)
return anm
}
func dAnimXYzoom(anm ANIM, x, y, zoom float32) ANIM {
r := z.NewRectangle(x, y, float32(anm.ims[anm.dFrame].r.Width)*zoom, float32(anm.ims[anm.dFrame].r.Height)*zoom)
dIM(anm.ims[anm.dFrame], r)
anm = dAnimFrame(anm)
return anm
}
// MARK: ANIM MAKE
func mAnimSheetFiles1LINEH(path string, w, h int32, fps int) []ANIM {
var ams []ANIM
p := qImagePaths(path)
for i := range p {
ams = append(ams, mAnimSize1LINEH(p[i], w, h, fps))
}
return ams
}
func mAnimSize1LINEH(path string, w, h int32, fps int) ANIM {
a := ANIM{}
a.ims = mIMSheetSize1LINE(path, w, h)
a.frames = len(a.ims) - 1
a.fps = fps
return a
}
func mAnimImSheet(ims []IM, fps int) ANIM {
a := ANIM{}
a.ims = ims
a.frames = len(ims) - 1
a.fps = fps
return a
}
func mAnimXY(path string, x, y, siz, spc float32, numW, numH int, fps int) ANIM {
a := ANIM{}
a.ims = mIMSheetXY(path, x, y, siz, spc, numW, numH)
a.frames = len(a.ims) - 1
a.fps = fps
return a
}
func mAnimXYWH(path string, x, y, w, h, spc float32, numW, numH int, fps int) ANIM {
a := ANIM{}
a.ims = mIMSheetXYWH(path, x, y, w, h, spc, numW, numH)
a.frames = len(a.ims) - 1
a.fps = fps
return a
}
func mAnimXYWHsubtract(path string, x, y, w, h, spc float32, numW, numH, subtract int, fps int) ANIM {
a := ANIM{}
a.ims = mIMSheetXYWHsubtract(path, x, y, w, h, spc, numW, numH, subtract)
a.frames = len(a.ims) - 1
a.fps = fps
return a
}
// MARK: IM
func dIMro(im IM, r z.Rectangle, angl float32) {
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), angl, z.White)
}
func dIMroColor(im IM, r z.Rectangle, angl float32, c z.Color) {
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), angl, c)
}
func dIMroSHADOW(im IM, r z.Rectangle, angl, offsetShadow float32, cShadow z.Color) {
r2 := qShadowREC(r, offsetShadow)
z.DrawTexturePro(im.tex, im.r, DREC(r2), qORIGIN(r2), angl, cShadow)
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), angl, z.White)
}
func dIMroColorSHADOW(im IM, r z.Rectangle, angl, offsetShadow float32, c, cShadow z.Color) {
r2 := qShadowREC(r, offsetShadow)
z.DrawTexturePro(im.tex, im.r, DREC(r2), qORIGIN(r2), angl, cShadow)
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), angl, c)
}
func dIMrotating(im IM, r z.Rectangle, roChange float32) IM {
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), im.ro, z.White)
im.ro += roChange
return im
}
func dIMrotatingColor(im IM, r z.Rectangle, roChange float32, c z.Color) IM {
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), im.ro, c)
im.ro += roChange
return im
}
func dIMrotatingColorSHADOW(im IM, r z.Rectangle, roChange, offsetShadow float32, c, cShadow z.Color) IM {
r2 := r
r2.X -= offsetShadow
r2.Y += offsetShadow
z.DrawTexturePro(im.tex, im.r, DREC(r2), qORIGIN(r2), im.ro, cShadow)
z.DrawTexturePro(im.tex, im.r, DREC(r), qORIGIN(r), im.ro, c)
im.ro += roChange
return im
}
func dIM(im IM, r z.Rectangle) {
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, z.White)
}
func dIMoutline(im IM, r z.Rectangle, offsetOutline float32, cOutline z.Color) {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMcolor(im, r2, cOutline)
dIM(im, r)
}
func dIMcolorOutline(im IM, r z.Rectangle, offsetOutline float32, c, cOutline z.Color) {
r2 := qResizeRecOffsetLRGR(r, offsetOutline)
dIMcolor(im, r2, cOutline)
dIMcolor(im, r, c)
}
func dIMoriginColor(im IM, r z.Rectangle, c z.Color) {
z.DrawTexturePro(im.tex, im.r, r, qORIGIN(r), 0, c)
}
func dIMorigin(im IM, r z.Rectangle) {
z.DrawTexturePro(im.tex, im.r, r, qORIGIN(r), 0, z.White)
}
func dIMshadow(im IM, r z.Rectangle, cShadow z.Color, offset float32) {
r2 := r
r2.X -= offset
r2.Y += offset
z.DrawTexturePro(im.tex, im.r, r2, z.Vector2Zero(), 0, cShadow)
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, z.White)
}
func dIMflip(im IM, r z.Rectangle) {
im.r.Width = -im.r.Width
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, z.White)
}
func dIMflipColor(im IM, r z.Rectangle, c z.Color) {
im.r.Width = -im.r.Width
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, c)
}
func dIMflipShadow(im IM, r z.Rectangle, cShadow z.Color, offset float32) {
im.r.Width = -im.r.Width
r2 := r
r2.X += offset
r2.Y += offset
z.DrawTexturePro(im.tex, im.r, r2, z.Vector2Zero(), 0, cShadow)
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, z.White)
}
func dIMA(im IM, r z.Rectangle, a uint8) {
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, CA(z.White, a))
}
func dIMcolor(im IM, r z.Rectangle, c z.Color) {
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, c)
}
func dIMAcolorSHADOW(im IM, r z.Rectangle, c, cShadow z.Color, offsetShadow float32, a uint8) {
r2 := r
r2.X -= offsetShadow
r2.Y += offsetShadow
z.DrawTexturePro(im.tex, im.r, r2, z.Vector2Zero(), 0, cShadow)
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, CA(c, a))
}
func dIMcolorSHADOW(im IM, r z.Rectangle, c, cShadow z.Color, offsetShadow float32) {
r2 := r
r2.X -= offsetShadow
r2.Y += offsetShadow
z.DrawTexturePro(im.tex, im.r, r2, z.Vector2Zero(), 0, cShadow)
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, c)
}
func dIMAcolor(im IM, r z.Rectangle, a uint8, c z.Color) {
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, CA(c, a))
}
func dIMAXY(im IM, x, y, w, h, a float32) {
r := R(x, y, w, h)
z.DrawTexturePro(im.tex, im.r, r, z.Vector2Zero(), 0, z.Fade(z.White, a))
}
func dIMRECproportionalHcolor(im IM, r z.Rectangle, c z.Color) {
w := qWidthProportional(im.r.Width, im.r.Height, r.Height)
r2 := RECCNT(qRecCNT(r), w, r.Height)
dIMcolor(im, r2, c)
}
func dIMRECproportionalHcolorSHADOW(im IM, r z.Rectangle, c, cShadow z.Color, offsetShadow float32) {
w := qWidthProportional(im.r.Width, im.r.Height, r.Height)
r2 := RECCNT(qRecCNT(r), w, r.Height)
r3 := r2
r3.X -= offsetShadow
r3.Y += offsetShadow
dIMcolor(im, r3, cShadow)
dIMcolor(im, r2, c)
}
// MARK: IMSHEET UPDATE
func uIMSheetAlphaRANDOM(ims []IM, min, max int) []IM {
for i := range ims {
ims[i].a = RUINT8(min, max)
}
return ims
}
// MARK: IMSHEET DRAW
func dIMSheet(ims []IM, x, y, spc, zoom float32) {
ox := x
h := float32(0)
for i := range ims {
r := qResizeRecXYZERO(ims[i].r, zoom)
if x+r.Width > float32(SCRW) {
x = ox
y += h + spc
if debug {
y += 10
}
h = 0
}
r.X = x
r.Y = y
dIM(ims[i], r)
if debug {
dTXTDEF10C(fmt.Sprint(i), r.ToInt32().X+2, r.ToInt32().Y+r.ToInt32().Height, z.Green)
}
if y+r.Height > float32(SCRH) {
scrollONOFF = true
} else {
scrollONOFF = false
}
if h < r.Height {
h = r.Height
}
x += r.Width + spc
if x+r.Width > float32(SCRW) {
x = ox
y += h + spc
if debug {
y += 10
}
h = 0
}
}
}
func dIMSheetDrawRec(ims []IM) {
for i := range ims {
dIM(ims[i], ims[i].rD)
}
}
func dIMSheetDrawRecColor(ims []IM, c z.Color) {
for i := range ims {
dIMcolor(ims[i], ims[i].rD, c)
}
}
func dIMSheetDrawRecCustomColorAlpha(ims []IM, c z.Color) {
for i := range ims {
dIMAcolor(ims[i], ims[i].rD, ims[i].a, c)
}
}
func dIMSheetDrawRecColorAlpha(ims []IM) {
for i := range ims {
dIMAcolor(ims[i], ims[i].rD, ims[i].a, ims[i].c)
}
}
// MARK: IMSHEET MAKE
func mIMSheetSize1LINE(path string, w, h int32) []IM {
var ims []IM
TEX = append(TEX, z.LoadTexture(path))
var x, y float32
im := IM{}
im.tex = TEX[len(TEX)-1]
numW := im.tex.Width / w
for numW > 0 {
im.r = z.NewRectangle(x, y, float32(w), float32(h))
ims = append(ims, im)
x += float32(w)
numW--
}
return ims
}
func mIMSheetFiles(path string) []IM {
var ims []IM
p := qImagePaths(path)
im := IM{}
for i := range p {
t := z.LoadTexture(p[i])
im.tex = t
im.r = z.NewRectangle(0, 0, float32(t.Width), float32(t.Height))
ims = append(ims, im)
}
return ims
}
func mIMSheetXY(path string, x, y, siz, spc float32, numW, numH int) []IM {
var ims []IM
TEX = append(TEX, z.LoadTexture(path))
a := numW * numH
im := IM{}
im.tex = TEX[len(TEX)-1]
ox := x
c := 0
for a > 0 {
im.r = z.NewRectangle(x, y, siz, siz)
ims = append(ims, im)
x += siz + spc
c++
a--
if c == numW {
c = 0
x = ox
y += siz + spc
}
}
return ims
}
func mIMSheetXYWH(path string, x, y, w, h, spc float32, numW, numH int) []IM {
var ims []IM
TEX = append(TEX, z.LoadTexture(path))
a := numW * numH
im := IM{}
im.tex = TEX[len(TEX)-1]
ox := x
c := 0
for a > 0 {
im.r = z.NewRectangle(x, y, w, h)
ims = append(ims, im)
x += w + spc
c++
a--
if c == numW {
c = 0
x = ox
y += h + spc
}
}
return ims
}
func mIMSheetXYWHsubtract(path string, x, y, w, h, spc float32, numW, numH, subtract int) []IM {
var ims []IM
TEX = append(TEX, z.LoadTexture(path))
a := numW * numH
a -= subtract
im := IM{}
im.tex = TEX[len(TEX)-1]
ox := x
c := 0
for a > 0 {
im.r = z.NewRectangle(x, y, w, h)
ims = append(ims, im)
x += w + spc
c++
a--
if c == numW {
c = 0
x = ox
y += h + spc
}
}
return ims
}