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- /* This file is part of DarkFi (https://dark.fi)
- *
- * Copyright (C) 2020-2024 Dyne.org foundation
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU Affero General Public License as
- * published by the Free Software Foundation, either version 3 of the
- * License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU Affero General Public License for more details.
- *
- * You should have received a copy of the GNU Affero General Public License
- * along with this program. If not, see <https://www.gnu.org/licenses/>.
- */
- use crate::{
- app::{
- node::{
- create_button, create_chatedit, create_chatview, create_editbox, create_image,
- create_layer, create_text, create_vector_art,
- },
- populate_tree, App,
- },
- error::Error,
- expr::{self, Compiler, Op},
- gfx::{GraphicsEventPublisherPtr, Rectangle, RenderApi, Vertex},
- mesh::{Color, MeshBuilder},
- prop::{
- Property, PropertyBool, PropertyFloat32, PropertyStr, PropertySubType, PropertyType, Role,
- },
- scene::{SceneNodePtr, Slot},
- shape,
- text::TextShaperPtr,
- ui::{
- Button, ChatEdit, ChatView, EditBox, Image, Layer, ShapeVertex, Text, VectorArt,
- VectorShape, Window,
- },
- ExecutorPtr,
- };
- mod chat;
- mod menu;
- //mod test;
- #[cfg(target_os = "android")]
- mod ui_consts {
- pub const BG_PATH: &str = "bg.png";
- }
- #[cfg(all(
- any(target_os = "linux", target_os = "macos", target_os = "windows"),
- not(feature = "emulate-android")
- ))]
- mod ui_consts {
- pub const BG_PATH: &str = "assets/bg.png";
- }
- use ui_consts::*;
- pub async fn make(app: &App, window: SceneNodePtr) {
- let mut cc = Compiler::new();
- // Bg layer
- let layer_node = create_layer("bg_layer");
- let prop = layer_node.get_property("rect").unwrap();
- prop.set_f32(Role::App, 0, 0.).unwrap();
- prop.set_f32(Role::App, 1, 0.).unwrap();
- prop.set_expr(Role::App, 2, expr::load_var("w")).unwrap();
- prop.set_expr(Role::App, 3, expr::load_var("h")).unwrap();
- layer_node.set_property_bool(Role::App, "is_visible", true).unwrap();
- layer_node.set_property_u32(Role::App, "z_index", 0).unwrap();
- let layer_node =
- layer_node.setup(|me| Layer::new(me, app.render_api.clone(), app.ex.clone())).await;
- window.clone().link(layer_node.clone());
- // Create a bg image
- let node = create_image("bg_image");
- let prop = node.get_property("rect").unwrap();
- prop.set_f32(Role::App, 0, 0.).unwrap();
- prop.set_f32(Role::App, 1, 0.).unwrap();
- prop.set_expr(Role::App, 2, expr::load_var("w")).unwrap();
- prop.set_expr(Role::App, 3, expr::load_var("h")).unwrap();
- // Image aspect ratio
- //let R = 1.78;
- let R = 1.555;
- cc.add_const_f32("R", R);
- let prop = node.get_property("uv").unwrap();
- prop.set_f32(Role::App, 0, 0.).unwrap();
- prop.set_f32(Role::App, 1, 0.).unwrap();
- #[rustfmt::skip]
- let code = cc.compile("
- r = w / h;
- if r < R {
- r / R
- } else {
- 1
- }
- ").unwrap();
- prop.set_expr(Role::App, 2, code).unwrap();
- #[rustfmt::skip]
- let code = cc.compile("
- r = w / h;
- if r < R {
- 1
- } else {
- R / r
- }
- ").unwrap();
- prop.set_expr(Role::App, 3, code).unwrap();
- node.set_property_str(Role::App, "path", BG_PATH).unwrap();
- node.set_property_u32(Role::App, "z_index", 0).unwrap();
- let node = node.setup(|me| Image::new(me, app.render_api.clone(), app.ex.clone())).await;
- layer_node.clone().link(node);
- // Create a bg mesh on top to fade the bg image
- let node = create_vector_art("bg");
- let prop = node.get_property("rect").unwrap();
- prop.set_f32(Role::App, 0, 0.).unwrap();
- prop.set_f32(Role::App, 1, 0.).unwrap();
- prop.set_expr(Role::App, 2, expr::load_var("w")).unwrap();
- prop.set_expr(Role::App, 3, expr::load_var("h")).unwrap();
- node.set_property_u32(Role::App, "z_index", 1).unwrap();
- //let c = if LIGHTMODE { 1. } else { 0. };
- let c = 0.;
- // Setup the pimpl
- let node_id = node.id;
- let mut shape = VectorShape::new();
- shape.add_filled_box(
- expr::const_f32(0.),
- expr::const_f32(0.),
- expr::load_var("w"),
- expr::load_var("h"),
- [c, c, c, 0.3],
- );
- let node =
- node.setup(|me| VectorArt::new(me, shape, app.render_api.clone(), app.ex.clone())).await;
- layer_node.clone().link(node);
- chat::make(app, window.clone()).await;
- menu::make(app, window.clone()).await;
- }
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