const std = @import("std"); const SDL = @import("sdl2"); const MainMenu = @import("../MainMenu.zig"); const MenuTab = @import("MenuTab.zig"); const range = @import("../utils.zig").range; pub const Renderer = @import("../Renderer.zig"); const color = @import("../color.zig"); const Self = @This(); renderer: *Renderer, const skew = 13; const y_spacing = 20; const x_spacing = 300; const width = 300; const height = 60; pub fn init(renderer: *Renderer) Self { return Self{ .renderer = renderer, }; } pub fn render(self: Self, main_menu: MainMenu) void { const tabs = [_]usize{ main_menu.getPrevTab(), main_menu.tab, main_menu.getNextTab(), }; const wsize = self.renderer.getOutputSize(); const screen_width = @intCast(i32, wsize.width); const screen_height = @intCast(i32, wsize.height); for (tabs) |u_tab, u_tab_i| { //const tab = @intCast(i32, u_tab); const tab_i = @intCast(i32, u_tab_i); const curr_tab = main_menu.tab_list[u_tab]; // Auxiliary variables to claculate the center of the screen const total_spacing: i32 = (tabs.len - 1) * x_spacing; const total_width: i32 = tabs.len * width; // Current selection vertical offset const sel_y_offset = y_spacing * 12; // Number of items below selection const n_sel_below = @intCast(usize, @divExact((screen_height - sel_y_offset), (height + y_spacing))); // Number of items below selection const n_sel_above = @intCast(usize, @divExact((sel_y_offset), (height + y_spacing))); // Move it from the left to the center const centering = @divExact((screen_width - (total_width + total_spacing)), 2); const x = tab_i * (width + x_spacing) + centering; // Transparency depending on tab at the middle var alpha: u8 = 255; if (tab_i == 1) { alpha = 255; } // Current selection { const y = @intCast(i32, sel_y_offset); // TODO: The shadow should be static, it is easier like this rn tho if (tab_i == 1) { // Shadow self.renderer.setColor(0, 0, 0, 30); self.renderer.fillRectangleEx(x + 10, y + 10, width, height, skew); } self.renderMenu(x, y, curr_tab, curr_tab.sel, alpha, true); } for (range(n_sel_below)) |_, i| { const aux_sel: i32 = @intCast(i32, i + 1); const curr_sel: usize = main_menu.getSelIdx(aux_sel); const y = @intCast(i32, sel_y_offset + ((y_spacing + height) * (aux_sel))); self.renderMenu(x - ((skew + 8) * aux_sel), y, curr_tab, curr_sel, alpha, false); } for (range(n_sel_above)) |_, i| { const aux_sel: i32 = -@intCast(i32, i + 1); const curr_sel: usize = main_menu.getSelIdx(aux_sel); const y = @intCast(i32, sel_y_offset + ((y_spacing + height) * (aux_sel))); self.renderMenu(x - ((skew + 8) * aux_sel), y, curr_tab, curr_sel, alpha, false); } // Tab header self.renderer.setColor(curr_tab.color[0], curr_tab.color[1], curr_tab.color[2], alpha); self.renderer.fillRectangleEx(x - 25, 10, width + 50, height + 50, skew); } // TODO: Set the Color depending on the Main Menu color self.renderer.setColorF(0.91, 0.85, 0.65, 0.50); self.renderer.fillRectangleEx(-150, 0, @divTrunc(wsize.width, 3), wsize.height, skew); self.renderer.fillRectangleEx(@intCast(i32, screen_width) - 300, 0, @divTrunc(wsize.width, 3), wsize.height, skew); } fn renderMenu(self: Self, x: i32, y: i32, tab: MenuTab, sel: usize, a: u8, selected: bool) void { // White background self.renderer.setColor(255, 255, 255, a); self.renderer.fillRectangleEx(x, y, width, height, skew); //_ = sel; if (selected) { // Set color if selected self.renderer.setColor(tab.color[0], tab.color[1], tab.color[2], a); } else { // Set black color, not selected self.renderer.setColor(0, 0, 0, a); } const margin = 20; //self.renderer.setColorF(1, 1, 1, 1); var text = Renderer.Texture.fromText(tab.contents[sel].name, height - margin * 2); self.renderer.renderTexture(text, x + margin, y + margin); //self.renderer.fillRectangleEx(x + margin, y + margin, width - margin * 2, height - margin * 2, skew); self.renderer.fillRectangleEx(x + width - 6, y, 6, height, skew); self.renderer.fillRectangleEx(x + width - 12, y, 3, height, skew); }