#include "FloatingWindowSubScene.h" #include "MenusConfig.h" #include "types.h" #include #include #include #include using namespace crepe; using namespace std; void FloatingWindowSubScene::create(Scene & scn,const Data & data){ const vec2 SIZE = {data.width,data.width*0.75f}; const vec2 POSITION_CORRECTION = vec2{0,-SIZE.y/2} + data.offset; const float THICKNESS_BANNER = 34; const float MIDDLE_OFFSET_FACTOR_TICKNESS = 0.83; const float MIDDLE_OFFSET_FACTOR_OFFSET = 1.2; const float MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH = 0.86; const float MIDDLE_OFFSET_OFFSET_ADDITION = -0.5; const float BOTTOM_OFFSET_X = 3; const float BOTTOM_OFFSET_Y = -3; GameObject floatingwindow = scn.new_object("FloatingWindow",data.group_tag); // Top_middle floatingwindow.add_component( Asset("asset/ui/settings_container/top_middle_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {SIZE.x,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{0,0}, .world_space = false, }); // Top_Left floatingwindow.add_component( Asset("asset/ui/settings_container/top_left_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,0}, .world_space = false, }); // Top_Right floatingwindow.add_component( Asset("asset/ui/settings_container/top_right_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,0}, .world_space = false, }); // Top_middle_2 floatingwindow.add_component( Asset("asset/ui/settings_container/top_2_middle_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {SIZE.x,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER}, .world_space = false, }); // Top_Left_2 floatingwindow.add_component( Asset("asset/ui/settings_container/top_2_left_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER}, .world_space = false, }); // Top_Right_2 floatingwindow.add_component( Asset("asset/ui/settings_container/top_2_right_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER}, .world_space = false, }); // Top_middle_3 floatingwindow.add_component( Asset("asset/ui/settings_container/top_3_middle_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {SIZE.x,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*2}, .world_space = false, }); // Top_Left_3 floatingwindow.add_component( Asset("asset/ui/settings_container/top_3_left_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2,THICKNESS_BANNER*2}, .world_space = false, }); // Top_Right_3 floatingwindow.add_component( Asset("asset/ui/settings_container/top_3_right_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER,THICKNESS_BANNER}, .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2,THICKNESS_BANNER*2}, .world_space = false, }); // Middle_Mid floatingwindow.add_component( Asset("asset/ui/settings_container/middle_mid_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+7, .size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,SIZE.y}, .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, .world_space = false, }); // Middle_Left floatingwindow.add_component( Asset("asset/ui/settings_container/middle_left_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y}, .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET-MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, .world_space = false, }); // Middle_Right floatingwindow.add_component( Asset("asset/ui/settings_container/middle_right_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,SIZE.y}, .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2*MIDDLE_OFFSET_FACTOR_OFFSET+MIDDLE_OFFSET_OFFSET_ADDITION,THICKNESS_BANNER*3+SIZE.y/2-THICKNESS_BANNER/2}, .world_space = false, }); // Bot_Middle floatingwindow.add_component( Asset("asset/ui/settings_container/bot_middle_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+7, .size = {SIZE.x*MIDDLE_OFFSET_FACTOR_OFFSET*MIDDLE_OFFSET_FACTOR_MIDDLE_WIDTH+data.width_middle_offset,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, .position_offset = POSITION_CORRECTION + vec2{0,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, .world_space = false, }); // Bot_Left floatingwindow.add_component( Asset("asset/ui/settings_container/bot_left_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, .position_offset = POSITION_CORRECTION + vec2{-SIZE.x/2-THICKNESS_BANNER/2-BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, .world_space = false, }); // Bot_Right floatingwindow.add_component( Asset("asset/ui/settings_container/bot_right_setting.png"), Sprite::Data{ .sorting_in_layer = STARTING_SORTING_IN_LAYER+8, .size = {THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS,THICKNESS_BANNER*MIDDLE_OFFSET_FACTOR_TICKNESS}, .position_offset = POSITION_CORRECTION + vec2{SIZE.x/2+THICKNESS_BANNER/2+BOTTOM_OFFSET_X,THICKNESS_BANNER*3+SIZE.y+BOTTOM_OFFSET_Y}, .world_space = false, }); }