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#include "FloatingWindowSubScene.h"
#include "MenusConfig.h"
#include "types.h"
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Camera.h>
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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<Sprite>(
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,
});
}
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