Cleaning up ui components making uniform.
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@@ -3,7 +3,9 @@ package simulator
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import "core:fmt"
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import rl "vendor:raylib"
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// @TODO: render status bar text
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gui_status_bar :: proc(rect: rl.Rectangle, sim: ^Simulator) {
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// Left to right text draws
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rl.DrawRectangleLinesEx(rect, 1, rl.DARKGRAY)
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cursor: f32 = rect.x + PADDING
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@@ -16,7 +18,21 @@ gui_status_bar :: proc(rect: rl.Rectangle, sim: ^Simulator) {
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}
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status_divider(&cursor, cy)
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status_text(&cursor, cy, fmt.ctprintf("FPS: %d", rl.GetFPS()), sim.font)
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status_text(&cursor, cy, fmt.ctprintf("Rom Loaded: %v", sim.rom_loaded), sim.font)
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// FPS set far right
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fps_text := fmt.ctprintf("FPS: %d", rl.GetFPS())
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fps_width := rl.MeasureTextEx(sim.font, fps_text, f32(sim.font.baseSize), 1).x
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fps_x := rect.x + rect.width - PADDING - fps_width
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rl.DrawTextEx(
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sim.font,
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fps_text,
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{fps_x, cy - f32(sim.font.baseSize) * 0.5},
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f32(sim.font.baseSize),
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1,
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rl.RAYWHITE,
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)
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}
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StatusIconShape :: enum { CIRCLE, SQUARE }
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@@ -43,4 +59,4 @@ status_divider :: proc(cursor: ^f32, cy: f32) {
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status_text :: proc(cursor: ^f32, cy: f32, text: cstring, font: rl.Font) {
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rl.DrawTextEx(font, text, {cursor^, cy - f32(font.baseSize) * 0.5}, f32(font.baseSize), 1, rl.RAYWHITE)
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cursor^ += rl.MeasureTextEx(font, text, f32(font.baseSize), 1).x + PADDING
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}
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}
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