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#include "utils.h"
Vector2 randomDirection2(int seed, int* nextSeed)
{
Vector2 direction;
direction.x = FT_RANDOM16(seed) % RANDOM_DIRECTION_UNITS;
direction.y = FT_RANDOM16(seed) % RANDOM_DIRECTION_UNITS;
direction.x -= RANDOM_DIRECTION_UNITS / 2.0;
direction.y -= RANDOM_DIRECTION_UNITS / 2.0;
if (nextSeed != NULL)
{
*nextSeed = seed;
}
return Vector2Normalize(direction);
}
Vector3 randomDirection3(int seed, int* nextSeed)
{
Vector3 direction;
direction.x = FT_RANDOM16(seed) % RANDOM_DIRECTION_UNITS;
direction.y = FT_RANDOM16(seed) % RANDOM_DIRECTION_UNITS;
direction.z = FT_RANDOM16(seed) % RANDOM_DIRECTION_UNITS;
direction.x -= RANDOM_DIRECTION_UNITS / 2.0;
direction.y -= RANDOM_DIRECTION_UNITS / 2.0;
direction.z -= RANDOM_DIRECTION_UNITS / 2.0;
if (nextSeed != NULL)
{
*nextSeed = seed;
}
return Vector3Normalize(direction);
}
void updateFloatWindow(FloatingWindow* window, const char* title)
{
#ifndef RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT
#define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 24
#endif
#ifndef RAYGUI_WINDOW_CLOSEBUTTON_SIZE
#define RAYGUI_WINDOW_CLOSEBUTTON_SIZE 18
#endif
int closeTitleSizeDeltaHalf = (RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT -
RAYGUI_WINDOW_CLOSEBUTTON_SIZE) / 2;
// Window movement and resize collision check.
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !window->moving
&& !window->resizing)
{
Vector2 mousePosition = GetMousePosition();
Rectangle titleCollisionRect = (Rectangle){
window->rect.x,
window->rect.y,
window->rect.width - (RAYGUI_WINDOW_CLOSEBUTTON_SIZE
+ closeTitleSizeDeltaHalf),
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT
};
Rectangle resizeCollisionRect = (Rectangle){
window->rect.x + window->rect.width - 20.0,
window->rect.y + window->rect.height - 20.0,
20.0,
20.0
};
if (CheckCollisionPointRec(mousePosition, titleCollisionRect))
{
window->moving = true;
}
else if (!window->minimized
&& CheckCollisionPointRec(mousePosition, resizeCollisionRect))
{
window->resizing = true;
}
}
// Window movement and resize update.
if (window->moving)
{
Vector2 mouseDelta = GetMouseDelta();
window->rect.x += mouseDelta.x;
window->rect.y += mouseDelta.y;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
window->moving = false;
// Clamp window position on screen.
window->rect.x = Clamp(window->rect.x, 0.0,
GetScreenWidth() - window->rect.width);
window->rect.y = Clamp(window->rect.y, 0.0,
GetScreenHeight() -
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT);
}
}
else if (window->resizing)
{
Vector2 mousePosition = GetMousePosition();
if (mousePosition.x > window->rect.x)
{
window->rect.width = mousePosition.x - window->rect.x;
}
if (mousePosition.y > window->rect.y)
{
window->rect.height = mousePosition.y - window->rect.y;
}
// TODO: Add window size clamp.
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
window->resizing = true;
}
}
if (window->minimized)
{
GuiStatusBar(
(Rectangle){window->rect.x, window->rect.y, window->rect.width,
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT},
title);
window->minimized = !GuiButton(
(Rectangle){window->rect.x + window->rect.width -
RAYGUI_WINDOW_CLOSEBUTTON_SIZE -
closeTitleSizeDeltaHalf,
RAYGUI_WINDOW_CLOSEBUTTON_SIZE,
RAYGUI_WINDOW_CLOSEBUTTON_SIZE},
"#120#");
}
else
{
window->minimized = GuiWindowBox(
(Rectangle){window->rect.x, window->rect.y, window->rect.width,
RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT},
title);
if (window->callback != NULL)
{
Rectangle scissor;
GuiScrollPanel(
(Rectangle){window->rect.x,
window->rect.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT,
window->rect.width,
window->rect.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT},
NULL,
(Rectangle){window->rect.x, window->rect.y,
window->contentSize.x, window->contentSize.y},
&window->scroll,
&scissor);
bool requireScissor = window->rect.width < window->contentSize.x
|| window->rect.height < window->contentSize.y;
if (requireScissor)
{
BeginScissorMode(scissor.x, scissor.y, scissor.width, scissor.height);
}
window->callback((Vector2){window->rect.x, window->rect.y},
window->scroll);
if (requireScissor)
{
EndScissorMode();
}
}
GuiDrawIcon(71, window->rect.x + window->rect.width - 20,
window->rect.y + window->rect.height - 20, 1, WHITE);
}
}
// Why does the universe feel strange to exist in?
|