dont scale border radius with window size

This commit is contained in:
2023-12-17 03:47:11 +02:00
parent 788109eccd
commit 499591162e
3 changed files with 7 additions and 5 deletions
+5 -3
View File
@@ -144,11 +144,13 @@ void draw_board() {
set_y_constraint(&board_con, 0.05f, UI_CONSTRAINT_RELATIVE); set_y_constraint(&board_con, 0.05f, UI_CONSTRAINT_RELATIVE);
set_height_constraint(&board_con, 0.6f, UI_CONSTRAINT_RELATIVE); set_height_constraint(&board_con, 0.6f, UI_CONSTRAINT_RELATIVE);
set_width_constraint(&board_con, 1, UI_CONSTRAINT_ASPECT_RATIO); set_width_constraint(&board_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
draw_quad(&board_con, ColorRGBA(140, 154, 147, 255), 8, ALIGN_CENTER); const float board_border_radius = board_con.width * 0.02f;
draw_quad(&board_con, ColorRGBA(140, 154, 147, 255), board_border_radius, ALIGN_CENTER);
// empty tiles // empty tiles
const float tile_padding = board_con.width * 0.02f; const float tile_padding = board_con.width * 0.02f;
const float tile_height = board_con.height * 0.225f; const float tile_height = board_con.height * 0.225f;
const float tile_board_radius = tile_height * 0.15f;
UIConstraints empty_tile_con = {0}; UIConstraints empty_tile_con = {0};
set_parent_constraint(&empty_tile_con, &board_con); set_parent_constraint(&empty_tile_con, &board_con);
@@ -159,7 +161,7 @@ void draw_board() {
set_y_constraint(&empty_tile_con, (tile_height + tile_padding) * i + tile_padding, UI_CONSTRAINT_FIXED); set_y_constraint(&empty_tile_con, (tile_height + tile_padding) * i + tile_padding, UI_CONSTRAINT_FIXED);
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
set_x_constraint(&empty_tile_con, (tile_height + tile_padding) * j + tile_padding, UI_CONSTRAINT_FIXED); set_x_constraint(&empty_tile_con, (tile_height + tile_padding) * j + tile_padding, UI_CONSTRAINT_FIXED);
draw_quad(&empty_tile_con, ColorRGBA(120, 133, 126, 255), 16, ALIGN_TOP_LEFT); draw_quad(&empty_tile_con, ColorRGBA(120, 133, 126, 255), tile_board_radius, ALIGN_TOP_LEFT);
} }
} }
@@ -179,7 +181,7 @@ void draw_board() {
set_y_constraint(&tile_con, (f32)((tile_height + tile_padding) * i + tile_padding + game.board[i][j].anim_y_offset_relative * board_con.height), UI_CONSTRAINT_FIXED); set_y_constraint(&tile_con, (f32)((tile_height + tile_padding) * i + tile_padding + game.board[i][j].anim_y_offset_relative * board_con.height), UI_CONSTRAINT_FIXED);
set_x_constraint(&tile_con, (f32)((tile_height + tile_padding) * j + tile_padding + game.board[i][j].anim_x_offset_relative * board_con.height), UI_CONSTRAINT_FIXED); set_x_constraint(&tile_con, (f32)((tile_height + tile_padding) * j + tile_padding + game.board[i][j].anim_x_offset_relative * board_con.height), UI_CONSTRAINT_FIXED);
if (tile->value > 0) { if (tile->value > 0) {
draw_quad(&tile_con, tile_color, 16, ALIGN_TOP_LEFT); draw_quad(&tile_con, tile_color, tile_board_radius, ALIGN_TOP_LEFT);
// value text // value text
set_parent_constraint(&text_con, &tile_con); set_parent_constraint(&text_con, &tile_con);
+1 -1
View File
@@ -74,7 +74,7 @@ void apply_translation(Matrix4x4 *matrix, Vec2f pos) {
mult_4x4(matrix, &temp); mult_4x4(matrix, &temp);
} }
Color mul_color(Color color, float amount) { Color mult_color(Color color, float amount) {
Color result = color; Color result = color;
result.r = CORE_CLAMP((u8)((float)result.r * amount), 0, 255); result.r = CORE_CLAMP((u8)((float)result.r * amount), 0, 255);
+1 -1
View File
@@ -54,4 +54,4 @@ void apply_scale(Matrix4x4 *matrix, Sizef scale);
void apply_rotation(Matrix4x4 *model, float angle); void apply_rotation(Matrix4x4 *model, float angle);
void apply_translation(Matrix4x4 *matrix, Vec2f pos); void apply_translation(Matrix4x4 *matrix, Vec2f pos);
Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top); Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top);
Color mul_color(Color color, float amount); Color mult_color(Color color, float amount);