# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " AS IS " AND ANY
EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT ,
INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT LIMITED
TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE , DATA , OR PROFITS ; OR
BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY , WHETHER IN
CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE .
Portions of this software are copyright © 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "drawutil.h"
# include "AdventuresInLestoria.h"
# include "DEFINES.h"
INCLUDE_game
INCLUDE_WINDOW_SIZE
void drawutil : : DrawCrosshair ( AiL * game , geom2d : : rect < float > rect , float accTime , float pulsatingAmt , float borderThickness ) {
vf2d crosshairExtension = { std : : min ( 0.25f * rect . size . x - borderThickness / 2 , 12.f ) , std : : min ( 0.25f * rect . size . y - borderThickness / 2 , 12.f ) } ;
vf2d pulseAmt = vf2d { 1 , 1 } * std : : abs ( std : : sin ( accTime * 3 ) ) * 2 ;
//Lower-Left Corner
vf2d pos = rect . pos + vf2d { 0 , rect . size . y - borderThickness } + vf2d { - pulseAmt . x , pulseAmt . y } ;
vf2d size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRect ( pos , size , RED ) ;
//Lower-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , rect . size . y - borderThickness } + vf2d { pulseAmt . x , pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRect ( pos , size , RED ) ;
//Upper-Left Corner
pos = rect . pos + vf2d { 0 , 0 } + vf2d { - pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRect ( pos , size , RED ) ;
//Upper-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , 0 } + vf2d { pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRect ( pos , size , RED ) ;
} ;
void drawutil : : DrawCrosshairTransformedView ( olc : : TransformedView & view , geom2d : : rect < float > rect , float accTime , float pulsatingAmt , float borderThickness ) {
vf2d crosshairExtension = { std : : min ( 0.25f * rect . size . x - borderThickness / 2 , 12.f ) , std : : min ( 0.25f * rect . size . y - borderThickness / 2 , 12.f ) } ;
vf2d pulseAmt = vf2d { 1 , 1 } * std : : abs ( std : : sin ( accTime * 3 ) ) * 2 ;
//Lower-Left Corner
vf2d pos = rect . pos + vf2d { 0 , rect . size . y - borderThickness } + vf2d { - pulseAmt . x , pulseAmt . y } ;
vf2d size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRect ( pos , size , RED ) ;
//Lower-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , rect . size . y - borderThickness } + vf2d { pulseAmt . x , pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRect ( pos , size , RED ) ;
//Upper-Left Corner
pos = rect . pos + vf2d { 0 , 0 } + vf2d { - pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRect ( pos , size , RED ) ;
//Upper-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , 0 } + vf2d { pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRect ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRect ( pos , size , RED ) ;
}
void drawutil : : DrawCrosshairDecal ( AiL * game , geom2d : : rect < float > rect , float accTime , float pulsatingAmt , float borderThickness ) {
vf2d crosshairExtension = { std : : min ( 0.25f * rect . size . x - borderThickness / 2 , 12.f ) , std : : min ( 0.25f * rect . size . y - borderThickness / 2 , 12.f ) } ;
vf2d pulseAmt = vf2d { 1 , 1 } * std : : abs ( std : : sin ( accTime * 3 ) ) * 2 ;
//Lower-Left Corner
vf2d pos = rect . pos + vf2d { 0 , rect . size . y - borderThickness } + vf2d { - pulseAmt . x , pulseAmt . y } ;
vf2d size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRectDecal ( pos , size , RED ) ;
//Lower-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , rect . size . y - borderThickness } + vf2d { pulseAmt . x , pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRectDecal ( pos , size , RED ) ;
//Upper-Left Corner
pos = rect . pos + vf2d { 0 , 0 } + vf2d { - pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRectDecal ( pos , size , RED ) ;
//Upper-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , 0 } + vf2d { pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > FillRectDecal ( pos , size , RED ) ;
} ;
void drawutil : : DrawCrosshairDecalTransformedView ( olc : : TransformedView & view , geom2d : : rect < float > rect , float accTime , float pulsatingAmt , float borderThickness ) {
vf2d crosshairExtension = { std : : min ( 0.25f * rect . size . x - borderThickness / 2 , 12.f ) , std : : min ( 0.25f * rect . size . y - borderThickness / 2 , 12.f ) } ;
vf2d pulseAmt = vf2d { 1 , 1 } * std : : abs ( std : : sin ( accTime * 3 ) ) * 2 ;
//Lower-Left Corner
vf2d pos = rect . pos + vf2d { 0 , rect . size . y - borderThickness } + vf2d { - pulseAmt . x , pulseAmt . y } ;
vf2d size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
//Lower-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , rect . size . y - borderThickness } + vf2d { pulseAmt . x , pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
//Upper-Left Corner
pos = rect . pos + vf2d { 0 , 0 } + vf2d { - pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
//Upper-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , 0 } + vf2d { pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
game - > view . FillRectDecal ( pos , size , RED ) ;
}
void drawutil : : DrawCrosshairDecalViewPort ( olc : : ViewPort & window , geom2d : : rect < float > rect , float accTime , float pulsatingAmt , float borderThickness ) {
vf2d crosshairExtension = { std : : min ( 0.25f * rect . size . x - borderThickness / 2 , 12.f ) , std : : min ( 0.25f * rect . size . y - borderThickness / 2 , 12.f ) } ;
vf2d pulseAmt = vf2d { 1 , 1 } * std : : abs ( std : : sin ( accTime * 3 ) ) * 2 ;
//Lower-Left Corner
vf2d pos = rect . pos + vf2d { 0 , rect . size . y - borderThickness } + vf2d { - pulseAmt . x , pulseAmt . y } ;
vf2d size = { borderThickness + crosshairExtension . x , borderThickness } ;
window . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
window . FillRectDecal ( pos , size , RED ) ;
//Lower-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , rect . size . y - borderThickness } + vf2d { pulseAmt . x , pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
window . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y - crosshairExtension . y } ;
size = { borderThickness , crosshairExtension . y } ;
window . FillRectDecal ( pos , size , RED ) ;
//Upper-Left Corner
pos = rect . pos + vf2d { 0 , 0 } + vf2d { - pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
window . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
window . FillRectDecal ( pos , size , RED ) ;
//Upper-Right Corner
pos = rect . pos + vf2d { rect . size . x - borderThickness - crosshairExtension . x , 0 } + vf2d { pulseAmt . x , - pulseAmt . y } ;
size = { borderThickness + crosshairExtension . x , borderThickness } ;
window . FillRectDecal ( pos , size , RED ) ;
pos = vf2d { pos . x + crosshairExtension . x , pos . y + borderThickness } ;
size = { borderThickness , crosshairExtension . y } ;
window . FillRectDecal ( pos , size , RED ) ;
}
void drawutil : : DrawAbilityTooltipAtMouseCursor ( AiL * game , const std : : string_view tooltipText , const uint8_t alpha ) {
constexpr int ABILITY_TOOLTIP_WIDTH { 200 } ;
const float alphaMult { alpha / 255.f } ;
const Pixel topColor { 0 , 0 , 0 , uint8_t ( 192 * alphaMult ) } ;
const Pixel bottomColor { 0 , 0 , 0 , uint8_t ( 164 * alphaMult ) } ;
const vf2d abilityTooltipSize { game - > GetWrappedTextSizeProp ( tooltipText , ABILITY_TOOLTIP_WIDTH ) + vi2d { 6 , 6 } } ; //Add 3 pixel padding to the edges of the tooltip.
geom2d : : rect < float > tooltipRect { game - > GetMousePos ( ) - vf2d { abilityTooltipSize . x / 2 , abilityTooltipSize . y } , abilityTooltipSize } ; //We will attempt to center it horizontally and bottom-align it to the cursor.
tooltipRect . pos . x = std : : clamp ( tooltipRect . pos . x , 1.f , WINDOW_SIZE . x - tooltipRect . size . x - 1 ) ; //It's possible the tooltip goes off-screen along the x-axis, clamp it to edges by a 1-pixel border.
game - > GradientFillRectDecal ( tooltipRect . pos , tooltipRect . size , topColor , bottomColor , bottomColor , topColor ) ;
game - > DrawShadowStringPropDecal ( tooltipRect . pos + vf2d { 2.f , 2.f } , tooltipText , { 255 , 255 , 255 , uint8_t ( 255 * alphaMult ) } , { 32 , 32 , 32 , uint8_t ( 255 * alphaMult ) } , { 1.f , 1.f } , { 1.f , 1.f } , tooltipRect . size . x - 4.f ) ;
game - > DrawRectDecal ( tooltipRect . pos + vf2d { 1.f , 1.f } , tooltipRect . size - vf2d { 2.f , 2.f } , { 220 , 220 , 220 , uint8_t ( 255 * alphaMult ) } ) ;
}