pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); const allocator = gpa.allocator(); raylib.SetConfigFlags(raylib.FLAG_VSYNC_HINT | raylib.FLAG_WINDOW_RESIZABLE); raylib.InitWindow(@intFromFloat(screen_width), @intFromFloat(screen_height), "ReX"); defer raylib.CloseWindow(); raylib.SetWindowMinSize(480, 272); raylib.SetWindowMaxSize(1920, 1080); scales.recalculate(); global_font = raylib.LoadFontEx("font/SCE-PS3-RD-R-LATIN.TTF", 32, 0, 250); raylib.SetTextureFilter(global_font.texture, raylib.TEXTURE_FILTER_TRILINEAR); // const camera = createCamera(); var background = Background.init(); var column = Column.init( allocator, raylib.LoadTextureFromImage(raylib.GenImageChecked(64, 64, 8, 8, raylib.BLACK, raylib.WHITE)), "Game", ); defer column.deinit(); var item = Item.init( raylib.LoadTexture("menu/game/CometCrash/ICON0.PNG"), "Comet Crash", "", ); try column.appendItem(&item); raylib.SetTargetFPS(120); while (!raylib.WindowShouldClose()) { if (raylib.IsWindowResized()) { screen_width = @floatFromInt(raylib.GetScreenWidth()); screen_height = @floatFromInt(raylib.GetScreenHeight()); scales.recalculate(); } if (raylib.IsKeyPressed('Z')) item.setBig(!item.big); raylib.BeginDrawing(); defer raylib.EndDrawing(); background.draw(); column.draw(); // { // raylib.BeginMode3D(camera); // defer raylib.EndMode3D(); // } raylib.DrawFPS(1, 1); const debug_text = try std.fmt.allocPrint(allocator, "screen size = {d}x{d}", .{ screen_width, screen_height }); defer allocator.free(debug_text); raylib.DrawText(@ptrCast(debug_text), 80, 2, 8, raylib.GREEN); } } var global_font: raylib.Font = undefined; var screen_width: f32 = 480; var screen_height: f32 = 272; var scales: Scales = undefined; pub const Scales = struct { item_icon_scale: f32, item_title_font_size: f32, item_subtitle_font_size: f32, column_icon_scale: f32, column_title_font_size: f32, column_position_center: raylib.Vector2, column_position_spacing: f32, pub fn recalculate(self: *Scales) void { self.item_icon_scale = screen_height * 0.72 / screen_height; self.column_icon_scale = screen_height * 0.75 / screen_height; self.column_title_font_size = screen_height * 13 / screen_height; self.column_position_center = .{ .x = std.math.lerp(0.0, screen_width, 0.18), .y = std.math.lerp(0.0, screen_height, 0.15), }; self.column_position_spacing = 64; } }; pub const Column = struct { icon: raylib.Texture2D, title: []const u8, items: std.ArrayList(*Item), pub fn init(allocator: Allocator, icon: raylib.Texture2D, title: []const u8) Column { raylib.SetTextureFilter(icon, raylib.TEXTURE_FILTER_BILINEAR); return .{ .icon = icon, .title = title, .items = .init(allocator), }; } pub fn deinit(self: *Column) void { self.items.deinit(); } pub fn draw(self: *Column) void { const icon_position = scales.column_position_center; const icon_scale = scales.column_icon_scale; const icon_width = @as(f32, @floatFromInt(self.icon.width)) * icon_scale; const icon_height = @as(f32, @floatFromInt(self.icon.height)) * icon_scale; const title_font_size = scales.column_title_font_size; const title_font_spacing = 1.0; const title_size = raylib.MeasureTextEx(global_font, @ptrCast(self.title), title_font_size, title_font_spacing); const title_position = raylib.Vector2{ .x = icon_position.x + icon_width / 2.0 - title_size.x / 2.0, .y = icon_position.y + icon_height + 6, }; var y: f32 = scales.column_position_center.y + icon_height + title_size.y + 32; for (self.items.items) |item| { item.position = .{ .x = scales.column_position_center.x, .y = y }; // item.draw(); y += 64; } raylib.DrawTextureEx(self.icon, icon_position, 0, icon_scale, raylib.WHITE); raylib.DrawTextEx(global_font, @ptrCast(self.title), title_position, title_font_size, title_font_spacing, raylib.WHITE); } pub fn appendItem(self: *Column, item: *Item) !void { try self.items.append(item); } pub fn insertItem(self: *Column, idx: usize, item: *Item) !void { try self.items.insert(idx, item); } pub fn removeItem(self: *Column, idx: usize) void { _ = try self.items.orderedRemove(idx); } }; pub const Item = struct { time: f32 = 0.0, start_scale: f32, position: raylib.Vector2 = .{ .x = 0, .y = 0 }, scale: f32, icon: raylib.Texture2D, title: []const u8, subtitle: []const u8, big: bool = true, pub fn init(texture: raylib.Texture2D, title: []const u8, subtitle: []const u8) Item { raylib.SetTextureFilter(texture, raylib.TEXTURE_FILTER_BILINEAR); return .{ .icon = texture, .title = title, .subtitle = subtitle, .scale = scales.item_icon_scale, .start_scale = scales.item_icon_scale, }; } pub fn draw(self: *Item) void { self.time += raylib.GetFrameTime(); self.scale = std.math.lerp( self.start_scale, if (self.big) scales.item_icon_scale else scales.item_icon_scale * 0.5, easeOutExpo(self.time / 0.333), ); const title_pos = raylib.Vector2{ .x = self.position.x + 16 + @as(f32, @floatFromInt(self.icon.width)) * self.scale, .y = (self.position.y + @as(f32, @floatFromInt(self.icon.height)) * self.scale) / 2.0, }; raylib.DrawTextureEx(self.icon, self.position, 0, self.scale, raylib.WHITE); raylib.DrawTextEx(global_font, @ptrCast(self.title), title_pos, 18.0, 1, raylib.WHITE); } pub fn setBig(self: *Item, big: bool) void { self.big = big; self.time = 0; self.start_scale = self.scale; } fn easeOutExpo(x: f32) f32 { return 1.0 - std.math.pow(f32, 2, -10 * std.math.clamp(x, 0.0, 1.0)); } }; /// Draws the dynamic gradient background. // TODO shift based on time of day // TODO image wallpaper // TODO slideshow wallpaper // TODO animated image wallpaper pub const Background = struct { top_left: Color, top_right: Color, bottom_right: Color, bottom_left: Color, pub fn init() Background { var self: Background = undefined; self.setColors(NIGHT_08); return self; } pub fn setColors(self: *Background, colors: [4]Color) void { self.top_left = colors[0]; self.bottom_right = colors[1]; self.top_right = colors[2]; self.bottom_left = colors[3]; } pub fn draw(self: *Background) void { raylib.DrawRectangleGradientEx( .{ .x = 0, .y = 0, .width = screen_width, .height = screen_height, }, self.top_left.toRaylib(), self.bottom_left.toRaylib(), self.top_right.toRaylib(), self.bottom_right.toRaylib(), ); } pub const Color = struct { r: f32, g: f32, b: f32, fn toRaylib(self: Color) raylib.Color { return .{ .r = @intFromFloat(self.r * 255.0), .g = @intFromFloat(self.g * 255.0), .b = @intFromFloat(self.b * 255.0), .a = 255, }; } }; pub const DAY_06 = [4]Color{ .{ .r = 0.408, .g = 0.333, .b = 0.643 }, .{ .r = 0.518, .g = 0.365, .b = 0.855 }, .{ .r = 0.761, .g = 0.510, .b = 0.851 }, .{ .r = 0.569, .g = 0.325, .b = 0.620 }, }; pub const DAY_08 = [4]Color{ .{ .r = 0.243, .g = 0.608, .b = 0.831 }, .{ .r = 0.039, .g = 0.690, .b = 0.878 }, .{ .r = 0.016, .g = 0.306, .b = 0.694 }, .{ .r = 0.000, .g = 0.027, .b = 0.310 }, }; pub const NIGHT_08 = [4]Color{ .{ .r = 0.000, .g = 0.145, .b = 0.349 }, .{ .r = 0.000, .g = 0.008, .b = 0.106 }, .{ .r = 0.251, .g = 0.494, .b = 0.576 }, .{ .r = 0.008, .g = 0.537, .b = 0.612 }, }; }; fn createCamera() raylib.Camera3D { var camera = raylib.Camera3D{}; camera.position.x = 0; camera.position.y = 10; camera.position.z = 0; // camera pointing down, oriented correctly // TODO this works but looks weird. do better. camera.target.x = 0; camera.target.y = 0; camera.target.z = -0.000000000000001; camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.fovy = 1; camera.projection = raylib.CAMERA_ORTHOGRAPHIC; return camera; } const std = @import("std"); const Allocator = std.mem.Allocator; const c = @import("c.zig"); const raylib = c.raylib;