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corners
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@ -6,7 +6,10 @@ use winit::{
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};
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use hui::{
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UiInstance, UiSize,
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element::container::{Alignment, Container, Sides}
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element::{
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container::{Alignment, Container},
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text::Text
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},
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};
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use hui_glium::GliumUiRenderer;
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@ -33,12 +36,23 @@ fn main() {
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hui.begin();
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hui.add(Container {
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gap: 5.,
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padding: Sides::all(5.),
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align: (Alignment::Center, Alignment::Center),
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size: (UiSize::Fraction(1.), UiSize::Fraction(1.)),
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background: Some(vec4(0.1, 0.1, 0.1, 1.)),
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corner_radius: Some(10.),
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elements: vec![Box::new(Container {
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align: (Alignment::Center, Alignment::Center),
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size: (UiSize::Fraction(0.5), UiSize::Fraction(0.5)),
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background: Some(vec4(1., 0.1, 0.1, 1.)),
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corner_radius: Some(30.),
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elements: vec![
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Box::new(Text {
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text: "You tried".into(),
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text_size: 50,
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color: vec4(1., 1., 1., 1.),
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..Default::default()
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}),
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],
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..Default::default()
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})],
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..Default::default()
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}, resolution);
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@ -56,7 +56,7 @@ pub enum BindTexture {
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//UserDefined(usize),
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[derive(Clone, Copy, Debug, PartialEq, Default)]
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pub struct UiVertex {
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pub position: Vec2,
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pub color: Vec4,
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@ -136,10 +136,15 @@ impl UiDrawPlan {
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let corner_radius = corner_radius.unwrap_or(0.0);
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let vidx = swapper.current().vertices.len() as u32;
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if corner_radius > 0.0 {
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let mut vidx_ctr = vidx;
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todo!("rounded corners are not implemented");
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//TODO vtx-based rounded corners
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//swapper.current_mut().indices.extend();
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//this code is stupid as fuck
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//Random vert in the center for no reason
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//lol
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + *size * vec2(0.5, 0.5),
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color: *color,
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uv: vec2(0., 0.),
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});
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//TODO: make this configurable or compute dynamically
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let rounded_corner_verts = 4;
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@ -150,29 +155,62 @@ impl UiDrawPlan {
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let y = angle.cos();
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//Top-right corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x, 1. - y) * corner_radius + *size - vec2(corner_radius, 0.),
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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//Top-left corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x, y),
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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//Bottom-left corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x, y),
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position: *position + vec2(x, 1. - y) * corner_radius + vec2(size.x - corner_radius, 0.),
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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//Bottom-right corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(x, y),
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position: *position + vec2(x - 1., y) * corner_radius + vec2(size.x, size.y - corner_radius),
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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//Bottom-left corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(1. - x, y) * corner_radius + vec2(0., size.y - corner_radius),
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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//Top-left corner
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swapper.current_mut().vertices.push(UiVertex {
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position: *position + vec2(1. - x, 1. - y) * corner_radius,
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color: *color,
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uv: vec2(0.0, 0.0),
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});
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// mental illness:
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if i > 0 {
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swapper.current_mut().indices.extend([
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//Top-right corner
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vidx,
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vidx + 1 + (i - 1) * 4,
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vidx + 1 + i * 4,
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//Bottom-right corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 1,
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vidx + 1 + i * 4 + 1,
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//Bottom-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 2,
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vidx + 1 + i * 4 + 2,
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//Top-left corner
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vidx,
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vidx + 1 + (i - 1) * 4 + 3,
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vidx + 1 + i * 4 + 3,
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]);
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}
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}
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//Fill in the rest
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//mental illness 2:
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// swapper.current_mut().indices.extend([
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// //Top
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// // vidx,
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// // vidx + 1 + (rounded_corner_verts - 1),
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// // vidx + 1,
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// //Right?, i think
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// vidx,
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// vidx + 1 + (rounded_corner_verts - 1) * 4 + 1,
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// vidx + 1 + 1,
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// ]);
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} else {
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swapper.current_mut().indices.extend([vidx, vidx + 1, vidx + 2, vidx, vidx + 2, vidx + 3]);
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swapper.current_mut().vertices.extend([
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